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Alright here's my proposed character (so far). Incomplete, rough draft (converting from xml to text is slightly annoying)

 

Zodiac Ninja

 

 

                                            361 / 425 points
                          value                                                             active cost
STR                         20                                                                  10
DEX                         15                                                                  10
CON                         15                                                                  5
BODY                        20                                                                  10
INT                         18                                                                  8
EGO                         13                                                                  3
PRE                         15  (Striking Appearance, +1D6)                                     5
OCV                         7   (+12 with CSL)                                                  20
DCV                         7                                                                   20
OMCV                        0                                                                   -9
DMCV                        5                                                                   6
PD                          5   (w/Combat luck +9rPD, w/metal +8rPD, up to 17rPD)               3
ED                          5   (w/Combat luck +9rPD, w/metal +4rPD, up to 13rPD)               3
SPD                         5                                                                   30
REC                         10                                                                  12
END                         60                                                                  8
STUN                        40                                                                  10
Run                         16                                                                  4
Swim                        6                                                                   1
Jump(L)                     6                                                                   1
Jump(H)                     3                                                                   -

Skills - EveryMan:
    Area Knowledge (or City Knowledge): [Your Choice of any one] (EM) 8-
    Knowledge Skill: [Your Choice of any one] (EM) 8-
    Language: Native/English
    TF: Motor Vehicles (cars)
    Combat Luck                 (rPD:9, rED:9)                                                  18
    PS: Karate Instructor       INT (11-)
    PS: Computer Use            INT (8-)    (Everyman)
    Acting                      PRE (8-)    (Everyman)
    Conversation                PRE (8-)    (Everyman)
    Concealment                 INT (13-)                                                       5
    Climbing                    DEX (12-)                                                       3
    Fast Draw                   DEX (13-)                                                       5
    Paramedics                  INT (8-)    (Everyman)
    Shadowing                   INT (13-)                                                       3
    Stealth                     DEX (13-)                                                       5
    Tracking                    INT (13-)                                                       3

Perks:
    Access – Dojos and training grounds                                                         2
    Money – $300k                                                                               3
    Secretary / hired help (25pts)                                                              5

Talents:
    LightSleeper                                                                                3
    Striking Appearance – Handsome (+1d6 PRE)                                                   3

Martial Arts:                       OCV  /  DCV
    Martial Dodge                    0   /  +5                                                  4
    Martial Block                   +2   /  +2                                                  4
    Martial Disarm      (STR+10)    -1   /  +1                                                  4
    Martial Flash       (4D6)       -1   /  -1                                                  4
    Martial Escape      (STR+15)     0       0                                                  4
    +5 CSL              (3pt per, for breath or hth)                                            15
    
Powers (Universal):
    Instant Change (any set of clothing) <6 AP>                                 
    Sword/bite/peck/strike (HTH 4D6+STR)                                                    20  16
    
Powers - Specific Costume:
    Flight 20m (1/2 Endurance +1/4, costume -1 1/2)                                         25  10
    Running/Movement 10m (x8 NCM, costume -1)                                               20  10
    Breath Attack (Blast 8D6, costume -2)                                                   40  13
    Poison (Blast 4D6, NND +1, DOT 6 increments +1, 6 segments +1/4, Costume -2)            65  22
    Enhanced Senses (+6 PER rolls, Costume -1)                                              12  6
    
Multipower: 40pt reserve (element)
    1 in 5 available (roll or selected) -2                                                  40  13
    
    WOOD - Teleport 40m                                                                     40  3
    FIRE - Damage Shield 6D6 (Constant, Area Of Effect personal Surface; +1/4)              38  3
    EARTH – Barrier 5m (7 BODY, +6 resistant defense)                                       40  3
    WATER – Healing 4D6                                                                     40  3
    METAL - +8rPD, +4rED                                                                    36  2

Complications: (75pts)
    Accidental Change: Skittish – loud noises: Common (11-)                                     15
    Hunted: FBI/Government agencies trying to recruit 
        Mildly punish when he refuses at least (-5)
        Less powerful (5), NCI(+5), Frequent(+5)                                                15
                                            
    Psychological Complication: Fear enclosed spaces (Uncommon, Strong)                         10
                                            
    Social Complication: Nickname Mayor's guardian
    Often followed by cameras and press after he
    takes out small crime, saved the mayor's life once
    (Frequent, Major inconvenience)                                                             15

    Susceptibility: Spicy food (Common, phase, 2d6)                                             25

   
Notes: Transformation tables. Element goes with the multi-power,
       only one active based on roll, year or selection

       Costume selected determines which of the powers can be used.
       Senses are common while the poison attack has 1 costume to it.
       [Senses, Movement, Flight, Breath attack, Poison]
    Costume:
    1   rat             S
    2   ox              M
    3   tiger           MS
    4   rabbit          MS
    5   dragon          FB
    6   snake (winged)  FBP
    7   horse           M
    8   goat            -
    9   monkey          -
    10  rooster         F
    11  dog             MS
    12  pig             S

    Element Multipower:
    1   Wood
    2   Fire
    3   Earth
    4   Metal
    5   Water

 

 

Theory and questions/comments

 

 

Character theory: A martial artist who can become the Zodiac ninja. He can choose which costume he wants when he changes willingly (although a loud bolt of thunder may result in him throwing down a smoke bomb and changing instantly to one totally at random).

 

Learning about crimes: Undecided, maybe has a chip letting him hear radio signals set at police/emergency frequencies, maybe heightened senses so his hearing is always better than normal.

 

How he gets to the scene: Undecided. Thinking either he takes a form/costume with flight, or making a movement with megascale.

 

What if the costumes aren't enough of a limitation for the powers (-1 to -2)? I am more than willing to make the instant change have a limitation, like he can only use it once per turn, or per minute, or selected a costume per day randomly selected/rolled by the GM which would prevent him from taking another form to take advantage of whatever power he wanted. (if rolled per day, that would limit the flight bit, so getting to the scene would need another option).

 

The goat & monkey has no powers: This is true, undecided. Thinking of adding a power for ramming speed (headbutting) although the universal attack goes with anything so it's special effect changes based on the scenario, so... Regardless the monkey would probably have a staff, a play on Goku the monkey king.

 

The perception +6 PER rolls needs double-checking, as i couldn't find the specific bonus/reference i was looking for, assumed skill +2 to get +1.

 

Back story and fully completing the character needs polish, complications may need re-writing

 

automata.zip

fairy.zip

zodiac.zip

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How does something like this look:

 

 

 

                                                                                            385
                            value                                                   active cost
STR                          20                                                              10
DEX                          18 (28 w/ Lightning Reflexes)                                   16
CON                          15 (25 to resist Stun)                                           5
INT                          18                                                               8
EGO                          13                                                               3
PRE                          15                                                               5

OCV                           7                                                              20
DCV                           7                                                              20
OMCV                          0                                                              -9
DMCV                          5                                                               6

SPD                           4                                                              20
PD                            8 (14/6, 20/12 w/ Combat Luck)                                  6
ED                            8 (14/6, 20/12 w/ Combat Luck)                                  6
REC                          10                                                               6
END                          40                                                               4
BODY                         15                                                               5
STUN                         40                                                              10

Skills
 Breakfall                  DEX (13-)                                                    3    3
 Concealment                INT (13-)                                                    3    3
 Climbing                   DEX (13-)                                                    2    2
 Shadowing                  INT (13-)                                                    3    3
 Stealth                    DEX (13-)                                                    3    3
 Tracking                   INT (13-)                                                    3    3
 Power skill: Ninjutsu      INT (16-)                                                    9    9

 PS: Martial Arts Teacher       (11-) (everyman)

 Martial Dodge                                                                           4    4
 Martial Block                                                                           4    4
 Martial Disarm                                                                          4    4
 Martial Escape                                                                          4    4

Perks
 Access: Dojos                                                                           2    2
 Money                                                                                   3    3
 Secretary                      25 pt follower                                           5    5

Talents
 Combat Luck II                                                                         12   12
 Handsome                       1d6 Striking Appearance                                  3    3
 Light Sleeper                                                                           3    3

Powers                          description                                         active cost
 The Zodiac Ninja               Variable Power Pool
  Active Total                  120 point reserve                                      120  120
  Control Pool                  50 point control,                                       37   25
                                 Can change as a 1/2 phase action (+1/2),
                                 Limited powers (-1/4), all OHID (-1/4)
                                 uses ninjutsu skill
 Ninja Training                 All OHID (-1/4)
  Speed                         10 pts of Lightning Reflexes                            10    8
  Ninja Toughness I             10 pts CON (only to resist stunning (-1/4))             10    7
  Ninja Toughness II            6 rPD / 6 rED                                           18   14

Sample Powers
 Test Ninja                     (High DC, High CV, Low Def, Medium Speed)                   120
                                 all OHID (-1/4)
   Strong                       +20 Str (total 40)                                      20   16
   Hard hitting                 4d6 HA (-1/4) (total 12 DC)                             20   13
   Faster                       +1 SPD (total 5)                                        20   16
   OCV                          +2 OCV (total 9)                                        20   16
   DCV                          +2 DCV (total 9)                                        20   16
   Ninja Running                +14 running (total 26m)                                 14   11
                                (32 pool points left for switching,                     40   32
                                 around 40 active points)

 

 

Comments

 

 

Have reduced combat luck from 3 to 2, because combat luck is non-persistent and shouldn't be relied upon too much. Have added stun resistance, so with 20 DEF and 25 effective CON, you can take 12DC (42 avg STUN) attacks reasonably well.

 

Traded out Fast Draw for Breakfall, as you don't usually have to 'draw' your superpowers. Fast Draw is usually for a game with equipment.

 

Build Tech

A large pool VPP lets you switch out what you can do. I'd recommend setting the Balance point for each different sign of the Zodiac and seeing when you can do from there. You can 'fix' most of your pool and then leave 'some' of it for switching out, so you can use different powers on the fly. The powers are all done up as Only In Alternate (hero) ID, and the ability to change to hero ID has to be limited for this to work, so not instant change for you. You'd need to come up with some limiting themes to justify the (-1/4) on the control pool. I'm not exactly sure what 'being super powered ninja' can't do, but you'd need some caps somewhere.

 

There are 15 points left over for more skills or contacts or whatever, since you still need your crime detecting shtick.

 

I'm a bit iffy on selling back all OMCV. I guess there's nothing in the rules against it. I'd also think about coming up with a way to make your normal ID tougher, alas if you ever want to be a blaster ninja, having points tied up in h-t-h abilities in your non-hero ID doesn't help. Dropping one of the martial arts maneuvers and buying two damage classes (4 points net difference) would let you hit with 6 DC in your normal ID. As you'd have OCV 7 and DCV 7 and DEF 14/6 in normal ID so it would be totally bad...

 

 

 

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How does something like this look:

I... guess? I've never used a VPP, as it seems more suited for wizards and if you planned on having dozens of powers you were swapping out; While it does clean up a lot I'm not sure. Although it DOES mean that I could take multiple zodiacs (rather than just the Chinese) and add more flare. Like there's the twins sign, so he could have a double/duplicate... If we go the VPP route just drop the costume/alternate ID and just make another power selection for normal identity so he's always useful, although the powers won't necessarily be anything fancy or visually stunning.

 

 

 

Have reduced combat luck from 3 to 2, because combat luck is non-persistent and shouldn't be relied upon too much. Have added stun resistance, so with 20 DEF and 25 effective CON, you can take 12DC (42 avg STUN) attacks reasonably well.

 

Traded out Fast Draw for Breakfall, as you don't usually have to 'draw' your superpowers. Fast Draw is usually for a game with equipment.

True, I do suppose FastDraw seemed silly in it's own way. The last character(s) I dealt with on HeroSystem were 150pt characters, and truthfully I used a lot more limitations than I am in this case. I'm also wanting to throw in regeneration and another power or two, but can't justify with the theme why he would have them. I half considered the universal attack/strike I made when it's a sword would have to be drawn or visually seen coming from somewhere, and could be disarmed (although not having a OAF as most other forms you can't disarm it anyways).

 

Build Tech

A large pool VPP lets you switch out what you can do. I'd recommend setting the Balance point for each different sign of the Zodiac and seeing when you can do from there.

The last character I made I maintained 3 character sheets for a werewolf, it was... a little bit of a headache. Very likely I'd build a variety of smaller powers and mix & match as long as they added up to the total or less. We'll see, I'm willing to give it a go.

 

I'm a bit iffy on selling back all OMCV. I guess there's nothing in the rules against it.

In the official rules there's nothing against it, but the balancing rules you linked explicitly say you can't, unless your DMCV is also sold. I built the character more or less referring to the original rule system and then updating quirks as I go. After looking that over i'd just drop both back to default and lose 3 points.

 

a Although one might imagine most people have little chance to use OMCV, it reaches these levels by normal mental development. You can only take an OMCV under 3 if your DMCV is at least as low.

 

I'd also think about coming up with a way to make your normal ID tougher, alas if you ever want to be a blaster ninja, having points tied up in h-t-h abilities in your non-hero ID doesn't help. Dropping one of the martial arts maneuvers and buying two damage classes (4 points net difference) would let you hit with 6 DC in your normal ID. As you'd have OCV 7 and DCV 7 and DEF 14/6 in normal ID so it would be totally bad...

I was wondering about a ranged attack beyond breath attack, hadn't decided yet. Shurkins or Kunai, or even ki blast might work.

 

OCV in most cases pushes to 12 just about all the time for his abilities normal and other, and the universal attack (which the special visual effect changes, as I don't really see a reason to rebuild it multiple times) is 4DC and his strength is 4DC always giving him a 8DC strike, and moreso if added with a maneuver, although i do seem to have forgotten Martial Strike...

 

But I've never played higher powered games so I am not sure how much to adjust with or go with. I was tempted to do CSL, but glancing over the CSL section I got lost since it more or less said to skip using them if you intended them for defense and just buy more defenses. I mean, nothing's wrong with armor and the like...

 

 

 

 

 

edit: Something to note, I didn't read too in depth of the VPP before, as the old 5E version was a 3:1 cost (or that's how I understood/remember it). Spend 3 points, get 1 variable point you can modify. So it was so damned expensive to make a VPP it seemed impractical unless they were fairly small. Seems the VPP changed in 6E... I'll read up on this a bit more.

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Submitted characters.. these are getting a lot of edits...

 

Zodiac Ninja (Average DC, High CV, High SPD, Low DEF)

 

 

                                                                                            399
                            value                                                   active cost
STR                          20                                                              10
DEX                          18 (26 w/ Lightning Reflexes)                                   16
CON                          15 (31    OIHID, 15-)                                            5
INT                          18                                                               8
EGO                          13                                                               3
PRE                          15                                                               5

OCV                           4 (9     OIHID)                                                 5
DCV                           4 (9     OIHID)                                                 5
OMCV                          3                                                               0
DMCV                          3 (3-15  in VPP)                                                0

SPD                           2                                                               0
PD                            8 (18/10 OIHID)                                                 6
ED                            8 (18/10 OIHID)                                                 6
REC                          10 (35    OIHID)                                                 6
END                          50                                                               6
BODY                         15                                                               5
STUN                         50                                                              15

Skills
 Breakfall                  DEX (13-)                                                    3    3
 Concealment                INT (13-)                                                    3    3
 Climbing                   DEX (13-)                                                    3    3
 Shadowing                  INT (13-)                                                    3    3
 Stealth                    DEX (13-)                                                    3    3
 Tracking                   INT (13-)                                                    3    3
 Power skill: Ninjutsu      INT (16-)                                                    9    9

 PS: Martial Arts Teacher       (11-) (everyman)
 WF: Firearms                                                                            3    3
 WF: Common Martial Weapons                                                              5    5
 
 Misc background skills (merely charater flavor, no cost)
    PS: Boating
    PS: Camping
    PS: Fishing

Martial Skills
 Crush                                          STR+4D6                                  4    4
 Fast Strike            +2/+0                   STR+2D6                                  4    4
 Martial Block          +2/+2   Block/abort                                              4    4
 Martial Disarm         -1/+1   Disarm          STR+10                                   4    4
 Martial Dodge          +0/+5   Dodge/abort,                                             4    4
 Martial Escape                                 STR+10                                   4    4
 Passing Throw                  FMove/Throw     STR+V/10                                 4    4
 Takeaway                       Take Weapon     STR+10                                   4    4

Perks
 Access: Dojos                                                                           1    1
 Money                                                                                   3    3

Senses
 Radio Sense                    (IIF, earpiece)                                          8    6

Powers                          description                                         active cost
 The Zodiac Ninja               Variable Power Pool
  Active Total                  120 point reserve                                      120  120
  Control Pool                  40 point control,                                       30   20
                                 Can change as a 1/2 phase action (+1/2),
                                 Limited powers (-1/2), uses ninjutsu skill

Ninja Training                  All OIHID (-1/4), costs END to start,
                                 incantations, gestures, IFF
  Faster                        +4 SPD                                                  40   18
  Sturdy                       +16 CON                                                  16    6
  Ninja headgear                10 Flash Defense (Hearing/Sight)                        20    8
  Speed                          8 pts of Lightning Reflexes                             8    3
  Toughness                     10 rPD / 10 rED                                         30   11
  Energized                    +25 REC                                                  25    9
  Ninja Fu                      +5 OCV                                                  25    9
  Ha i dodged it!               +5 DCV                                                  25    9

 

VPP Groups:

 

 

VPP powers: all at MAXIMUM EFFECT, however can/will be scaled down
    (OIHID, IFF, Gestures)
    +12 MDCV                                                                            36   21
    Blast 6D6, Penetrating, Physical Manifestation                                      38   19
    Clinging STR+90                                                                     40   23
    CSL (5pt) +8 (Melee)                                                                40   23
    CSL (5pt) +8 (Ranged)                                                               40   23
    Darkness 6m radius (Sight), personal immunity, physical manefestation               38   19
    Deflection, skill roll                                                              20   9
    Hard hitting HTH 6D6 OAF                                                            30   11
    Leaping 35m, x4 NCM                                                                 40   23
    Mental Defense +10                                                                  10    6
    PSL blocking -10, Skill roll                                                        10    6
    Reflect 60 AP attacks, (Skill Roll -1 per 20)                                       40   20
    Running +35m, 4x NCM                                                                40   23
    SL: +13 for (stealth, shadow or conceal)                                            39   22
    Speedy approach (20m fly contact with surface, megascale (m->km)                    40   23
    Strong +40STR                                                                       40   23

 

Details

 

 

How do you find out about crime to stop?

Radio sense added, he could tune in to police radio signals and news.

 

How to you get to where the crime is?

Movement abilities will allocated in some of the VPP groups.

 

What sort of stuff do you do outside of costume?

Camping, fishing, boating, hanging out with his daughter when he can. (Divorced due to keep them out of the spotlight).

 

Otherwise teaches karate and basic self defense.

 

Built in weakness(es)

No real defenses to Mental or Flash, plus fear of enclosed spaces.

 

 

 

 

Then there's the automata, codenamed PeaceWalker (High DC, Low CV, High SPD, Med DEF)

 

 

                                                                                                                 400
                              value                                                                      active cost
STR                            10                                                                                  0
DEX                            18                                                                                 16
CON                            15                                                                                  5
INT                            18                                                                                  8
EGO                            18                                                                                  8
PRE                            13     (3 1/2 DC)                                                                   3

OCV                             7                                                                                 20
DCV                             7                                                                                 20
OMCV                            3                                                                                  0
DMCV                            7                                                                                 12

SPD                             2                                                                                  0
PD                             17     (17/7, 20/10 w/ Combat Luck)                                                15
ED                             17     (17/7, 20/10 w/ Combat Luck)                                                15
REC                            15                                                                                 11
END                            40                                                                                  4
BODY                           13                                                                                  3
STUN                           40                                                                                 10

Skills
 Acrobatics                   DEX(13-)                                                                         3   3
 Breakfall                    DEX(13-)                                                                         3   3
 Climbing                     DEX(13-)                                                                         3   3
 Computer Programming         INT(13-)                                                                         3   3
 Cryptography                 INT(13-)                                                                         3   3
 Electronics                  INT(13-)                                                                         3   3
 Mechanics                    INT(13-)                                                                         3   3
 Secuity Systems              INT(13-)                                                                         3   3
 Teamwork                     DEX(13-)                                                                         3   3
 PS: Artist                      ( 8-)                                                                         1   1
 PS: Banker                      (11-) everyman

Perks
 Money                           3 Points                                                                      3   3
 10 pts to base                                                                                               10  10

Talents
 Absolute Time Sense                                                                                           3   3
 Combat Luck I                                                                                                 6   6
 Eidetic Memory                                                                                                5   5
 Lightning Calculator                                                                                          3   3
 Speed Reading                                                                                                 3   3
 Striking Appearance I                                                                                         3   3

Powers                           description                                                             active cost
 Life Support
  No breathing                                                                                                10  10
  Less Eating                    Diminished eating (once a week)                                               1   1
  Less Sleep                     Diminished Sleep (8hrs a week for repairs/tuneups)                            1   1
  Safe in Pressure               Safe (high/low pressure)                                                      3   3
  Safe in Radiation              Safe (High radiation)                                                         2   2
  Safe in Cold                   Safe (Intense Cold)                                                           2   2
  Long Lived                     Longevity (400 years)                                                         2   2

 Sharp Ears                      Targeting Sense: Hearing                                                     10  10
 Radio Perception                                                                                             10  10
 Tough                           10 PD and 10 ED made resistant                                               10  10
 Instant Change                  (Two sets of clothing)                                                        3   3

 Duplication                     All: Extra Time: Full phase, only to start (-1/4), Gestures 2 hands(-1/2)
  400 point duplicates            (Duplicates dont have duplication)                                          80  43
  Up to 2 duplicates                                                                                           5   3

 Superhuman Movement             20 pt multipower                                                             20  20
  Faster when Whole               +2 SPD (When no duplicates (-1))                                            20   1f
  Pushing the Scenery             +20 STR (only to determine Casual Strength (-2))                            20   1f
  Gliding                         +10m flight (megascale, gliding)                                            20   1f
  Jumping Far                     +30m leaping, accurate (34m total)                                          20   2f
  Far Jumping                     10m leaping, accurate (megascale (1m = 1km) (+1))                           20   2f
  Running Fast                    +20m Running (32m Total)                                                    20   1f

Super Strength Tricks            50 point multipower (All: Unified Powers)                                    50  40
 Just being strong                +50 Strength                                                                50   4f
 Ear clap                         6d6 blast (NND hearing flash defense (+1/2), no range (-1/2))               45   3f
 Throwing things                  10d6 blast vs PD (focus of the moment (-1/4))                               50   3f
 Field expedient binding          Entangle: 5 rPD/5 rED 5d6 Body (focus of the moment (-1/4), no range (-1/2) 50   2f
 Smash through                    6m tunneling through 16 PD material                                         38   3f

 

Details

 

 

How do you find out about crime to stop?

Radio sense, television, and a larger communication station at the base

 

How to you get to where the crime is?

Megaleap and megaglide, depending on where it's located leaping directly to the scene, or leaping up and then gliding.

 

What sort of stuff do you do outside of costume?

Trying every hobby at least once. Tries to pain, does banking, easily convinced to help some poor store with issues by going cosplay and advertising.

 

Built in weakness(es)

Intense magnetic fields, no heavy flash defenses

 

Archetype

Qualifies as a Brick and/or Blaster.

 

 

 

 

Fairy (High DC, High CV, Low SPD, Med Def)

 

 

                                                                                            400
                            value                                                   active cost
STR                          10 (11-)                                                         0
DEX                          13 (12-)                                                         6
CON                          10 (11-) (25 w/ armor, 14-)                                      0
INT                          18 (13-)                                                         8
EGO                          20 (13-)                                                        10
PRE                          15 (12-) (25 w/ armor, 14-)                                      5

OCV                           5 (11 w/ armor) (10 PSL)                                       10
DCV                           7                                                              20
OMCV                          5 (11 w/ armor)                                                 6
DMCV                          7                                                              12

SPD                           2                                                               0
PD                           10 (13/3 w/ CL, 19/9 w/ Armor, 22/12 w/Armor&CL)                 8
ED                           10 (13/3 w/ CL, 19/9 w/ Armor, 22/12 w/Armor&CL)                 8
REC                          15 (34 w/ armor)                                                11
END                          50                                                               6
BODY                         15 (25 w/ armor)                                                 5
STUN                         50                                                              15

Movement Abilities
 Safe Fall/Landing            1m Flight (0END, Persistant, Always On, Gliding)           2    1
 Flight                      20m, restrainable       (Wings)                            20   16
 Teleport                    10m+ teleport megascale (in VPP)                            -    -
 RUN                          6                                                         -4   -4
 SWIM                         2                                                         -1   -1
 JUMP                         2                                                         -1   -1

Skills
 Animal Handler             PRE (12-)   (14-) w/armor                                    3    3
 Charm                      PRE (12-)   (14-) w/armor                                    3    3
 Concealment                INT (13-)                                                    3    3
 Cramming                   INT                                                          3    3
 Lockpick                   DEX (12-)                                                    3    3
 Paramedics                 INT (13-)                                                    3    3
 Riding                     DEX (12-)                                                    3    3
 Shadowing                  INT (13-)                                                    3    3
 Slight of hand             DEX (12-)                                                    3    3
 Stealth                    DEX (17-)                                                   13   13
 Survival                   INT (13-)                                                    3    3
 Tactics                    INT (13-)                                                    3    3
 Tracking                   INT (13-)                                                    3    3

Talents
 Combat Luck                (3 rPD/rED)                                                  6    6
 
Perks
 Anonymity                  (from another universe)                                      3    3
 
Martial Maneuver(s)
 Basic Strike               (+1 OCV)                                                     3    3
 Counterstrike              (+2 OCV, +2 DCV)                                             4    4
 Martial Block              (+2 OCV, +2 DCV)                                             4    4
 Reach                      +1m                                                          1    1
 
Life Support
 Longevity                  (800 years)                                                  3    3

Senses
 Detect: Magic                                                                           5    5
 Detect: Undead                                                                          5    5
 Infrared Perception                                                                     5    5
 Mental Awareness                                                                        5    5
 Radio Perception                                                                        8    8
 
Powers
 VPP Magic pool                                                                         50   50
  Control                   (65pts, half phase, no skillroll required
                             Gestures, incantations, Limited -1/2     )                 83   42

 Extra Dimensional Storage
  Base                          (size:0, another dimension, 125m3 storage room)          6    6
 
 Guardians Armor                (OIF (difficult to replace), real armor, gestures
                                 Incantations, costs END only to activate)
                                 19 END to fully activate)
  Resistant Defenses         +9 rPD/rED                                                 27    10
                                (all as above, with linked greater, all activated at once)
  Guardians Speed            +2 SPD                                                     20    6
  Guardians Mental Lock      +5 OMCV CSL (mind blast)                                   10    3
  Guardians Feat             +7 OCV CSL (Strike, counter, block)                        21    6
  Guardians Might           +10 BODY                                                    10    3
  Guardians Helm            +14 Flash Defense(Sight/Hearing)                            28    8
  Guardians Will            +14 Mental Defense                                          14    4
  Guardians Courage         +15 CON (to resist stun)                                    15    5
  Tiny Commanding Aura      +10 PRE                                                     10    3
  Nut Cracker               +10 PSL (strike/counter vs called shots)                    10    3
  Energized                 +19 REC                                                     19    6
  Lucky                         2D6 Luck                                                20    3

 

VPP powers

 

 

  All use Gestures, Incantations and OIF
  NOTE: All at MAXIMUM POWER, however most powers can be scaled back
    12m stretching/reach (Transdimensional, Only to reach into storage)                 18    9
    15m teleport, megascale (10km), safeblind, UAA, 4x recipients                       64   32
    Barrier (8m, 8Body, 8rPD/8rED)                                                      43   22
    Clairsentience (mobile, sight/hearing groups, range 350m)                           35   18
    Clinging (STR+60)                                                                   30   15
    Desolidification                                                                    40   20
    Dispel 20D6                                                                         60   30
    Drain 6D6 vs Charistic(choose)                                                      60   30
    Elemental Ball (Blast 6D6, AOE +3/4, selectable)                                    60   30
    Entangle 6D6, 6rPD/6rED                                                             60   30
    Extra Dimensional Movement (to/from storage)                                        20   10
    Flash Bang (6D6 Sight&Sound)                                                        60   30
    Healing 4D6 (Resurrection, heal limbs)                                              65   33
    Healing(Choose characteristic/power) 3D6 – AOE +1/2, selective                      53   27
    Ice Fog (CE -4 PER, AOE 16m, long last (minute), 2 temperature levels, -2 DEX)      53   27
    Images (sight,sound,touch, -15 PER)                                                 65   33
    Knockback Resistance +65                                                            65   33
    Life Support: (self contained breathing, Safe Pressure/Vaccume, Radiation, cold,
        hot, longevity 5 (to prevent aging), AOE 8m radius)                             35   18
    Lucky +13D6                                                                         65   33
    Mental Blast +6D6                                                                   60   30
    Mental Illusions +12D6                                                              60   30
    Merfairy: LS: Underwater breathing, Swim +120m                                      65   33
    Perfect Day (CE, 4 wind, 4 temperature, Costs END to activate, AOE 16m)             64   32
    Purify food & water (Transform minor 8D6, AOE 8m)                                   60   30
    STR +50 (12D6)                                                                      50   25
    Summon 64 beings at 30 pts                                                          60   30
    TK: 40 STR                                                                          60   30
    Transform (Define effect: Major 6D6)                                                60   30
    Transform (Define effect: Severe 4D6)                                               60   30
    Universal Transform (Cosmetic 10D6, improved transform +1)                          60   30
    Universal Transform (Major 3D6, improved transform +1)                              60   30
    Universal Transform (Minor 6D6, improved transform +1)                              60   30
    Universal Transform (Severe 2D6, improved transform +1)                             60   30

 

Details

 

 

How do you find out about crime to stop?

Radio sense, could tune in to police radio signals and news.

 

How to you get to where the crime is?

Flight and/or megascale teleport (blind safe) to instantly arrive at least nearby (assuming city/area knowledge or basic direction/distance).

 

What sort of stuff do you do outside of costume?

A fairy is a fairy. And fairies are meant to have FUN! Could be considered a pest to locals (when not busy saving lives), making gingerbread cookies come to life, riding cats, playing pranks, playing with the local children, etc.

 

Won't do anything that does any lasting harm to anyone (technically).

 

Built in weakness(es)

Slow, medium defenses and no defense against flashing (hearing), is also tiny.

 

Archetype

Mage and/or support. In theory can dish out damage (as well as deal with small fry) he sure can't take it when the going gets tough.

 

 

Edited by Era Scarecrow

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I'd love to get into an online Champions game any day but Monday or Wednesday.

I've played a lot in person and am eager to try online since I have difficulty finding players. I can jive with that schedule too.

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Alas, when dealing with the actual scale of the universe, even 'megascale' can have a bit of a problem. Example, I was working on a hero base, which would be a spaceship in geosyncronus orbit around the earth. That's around 35,786 km above the surface of the Earth. So if we want the teleporter on our ship to be able to reach anywhere on the earth, we'll need a range on the order of 50,000 km. If we want to be able to reach other ships in geosyncronus orbit (potentially on the opposite side, then a full 100,000 km range would be useful)

 

So here's the power:

 

                                                                                  active cost
Wormhole Gate Creator 10m Teleport x4 mass, no velocity                              127   36
                       (Megarange 1m=10,000km (+2)  AOE: 2m Radius (+1/4),
                       Constant (+1/2), Usable Simultaneously creator and one other (+1/2),
                       gate (-1/2), OIF Immobile (-1.5),
                       extra time: half phase action to maintain (-1/2))
So the ability to make a teleport gate, that someone could step through is 127 active points, and still 36 real points, even with an immobile focus.

 

And that 100,000 km is still only around 25% of the distance to the moon.

 

Sorry to cut into the middle of your conversation but your distance is way off. Even the international space is only 350ish km up, so you don't need to be 35,000 km up for a ship.

 

That being said, I could be interested in a weekend evening game. I haven't seen a date or time listed on your discussions unless I missed it.

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I could be interested in a weekend evening game. I haven't seen a date or time listed on your discussions unless I missed it.

Still waiting for enough interest, getting a genre and the like; Although this does seem like 4-5 people, enough for a group if you are interested too.

 

Glancing over the thread here's what we have:

 

TroyC - Tuesdays & Sundays; unresponsive beyond opening posts first two posts (no replies from PM yet...)

Doc Democracy - ???

Era Scarecrow - Me open schedule - 4 color comic, X-men like setting, One Punch Man - Character: Zodiac Ninja, an Automata, or a fairy

Doctor Zen - Tuesday and Friday evenings (after 5 PM Eastern) - Golden/Silver/bronze setting

Crusher Bob - weekends? - counter-revolutionary bronze age - Characters: Hadaly or Galatea?

Revenant - (est) Tuesdays 6:30pm+, Thursday 2pm+. Friday & Saturday, Sunday 2pm-5pm - Champions

Khymeria - open schedule

strtnewman - ???

Edited by Era Scarecrow

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Sorry to cut into the middle of your conversation but your distance is way off. Even the international space is only 350ish km up, so you don't need to be 35,000 km up for a ship.

 

That being said, I could be interested in a weekend evening game. I haven't seen a date or time listed on your discussions unless I missed it.

Notice specifically mentioned geosynchronous orbit, where the orbital matches the Earth's rotation, so the ship would not appear to move in the sky. The lower orbits are all faster, and the ship might be on the other side of the earth when you needed it.

 

Higher orbits (like the Moon, orbital period ~27 days) are longer than 1 day, and lower orbits (like the ISS, orbital period ~1.5 hours) are faster. A geosynchronous orbit is one where the orbital period = 1 day. Putting the ship into a geosynchronous orbit over the equator (called a geostationary orbit) would mean that it would appear to hang at a fixed point in the sky. So if the team ever wanted to put points into megarange death lasers, the ship would always be available to fire them :P. Of course, orbital bombardment via portals is always a possibility with that kind of tech base. So I guess it doesn't really matter what kind of orbit the ship would have. But I decided on the orbit before I really designed any of the moving parts.

 

So, weekend game?

 

Anyone else have any character ideas, things they would be interested in? tone of the campaign?

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Notice specifically mentioned geosynchronous orbit, where the orbital matches the Earth's rotation, so the ship would not appear to move in the sky. The lower orbits are all faster, and the ship might be on the other side of the earth when you needed it.

 

Higher orbits (like the Moon, orbital period ~27 days) are longer than 1 day, and lower orbits (like the ISS, orbital period ~1.5 hours) are faster. A geosynchronous orbit is one where the orbital period = 1 day. Putting the ship into a geosynchronous orbit over the equator (called a geostationary orbit) would mean that it would appear to hang at a fixed point in the sky. So if the team ever wanted to put points into megarange death lasers, the ship would always be available to fire them :P. Of course, orbital bombardment via portals is always a possibility with that kind of tech base. So I guess it doesn't really matter what kind of orbit the ship would have. But I decided on the orbit before I really designed any of the moving part

That is true for a satellite, not necessarily as you said a ship especially an alien ship. Why can't an alien technology overcome the gravity well without having an oversized engine. Also remember this is comic book land. Don't let physics stop you or superman could never lift a cargo tanker.

 

Anyway, I would be interested in a Saturday evening game (eastern US by the way). My vote would be for a basic comic book style game, good guy versus the bad guy. Not a deep political or romance game, that gets too much like real life.

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I haven't played in a long time, and never 6th ed. I purchased the book and I already have the Hero Designer. I'm working through the character creation, and reading through some of it. The standard super is now 400 pts, with only 75 pts of disadvantages (or complications in 6th ed). Is there any real restrictions on the character creation?

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While waiting for people to decide characters ideas/concepts, theme/genre (although champions or some golden age seems likely), if they want to play, when we would play (although weekends seem more likely), here's links to some Herosystem (or other) humor.

 

 

Worst Hero Origins

The Good, The Bad, and the REALLY Stupid pt1

The Good, The Bad, and the REALLY Stupid pt2 (look up Weapon Master in this one, it's a must-read! :D)

What was He/She Thinking

 

edit: hmmm rereading the good bad and stupid, I almost want to go for a similar psychological disorder of believing something totally off, like believing he was on a movie set... although what would do that's different I don't know, that was pretty darn funny. Part of the Zodiac Ninja idea did have it where he might be a reincarnated god (where the zodiac powers come from) but I'd have to take a disadvantage of him not understanding modern tech...

Edited by Era Scarecrow

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So, I'm working in hero designer. They have definitely changed character creation around a little on me. Anyway, I am converting an old character I had. A little tough, even with more points things seem to cost more. The character is Thor, or at least he had believed he believes he is Thor. The group I was in at the time needed a brick and we were watching the old avengers cartoon. It was a toss up between Thor and Hulk. Well the background is kind of along the lines of the Dr. Blake from the comics. The character's name is Sam, him and a couple friends were camping in Norway on a trip. He fell into a crevice and found a skeleton and the hammer. The ghost of Thor enters Sam and takes the hammer. He now lives much of his life as Thor fighting super powered evil, while doubting if he is just crazy and sitting in a hospital bed somewhere.

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but it appears that the target day is shaping up to be Saturday, one of the days that I am usually not available.

Tuesday is also a matching day where everyone's schedule sorta matches up so far... We really need more information and everyone's gone silent.

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Not sure if anyone has looked at the actual playing of the game. I have played other games using the epic table program, you can find it at epictable.com it works fairly well for doing table top layout. Then we did voice through FB, typically video isn't worth it for the game. The epic table is free for the players, but the GM does have to buy it. It is a one time purchase. I bought one when I was running other games.

 

Looking through the post, has anyone actually volunteered to be the GM? The rotating GM sounds decent, especially if we get a group that routinely participates. We could change the GM every couple months, assuming the game is weekly.

 

We can move this discussion into email and actually move into planning a game.

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If you haven't done actual character design in a while, here is the thread I recently put up on some of the ins and outs of 6E character design.

I would recommend that characters be build with the presented set of balance rules.

 

Anyone have an opinion on what level of team scope you'd want?

 

How big a city is 'campaign city' going to be?

 

Will the team be a local, regional, national, or international, interstellar team?

It's possible to have 'some' out of scope elements, so if you want 'some' of some level of scope, just mention it.

Also, if the team is not local in scope, them need some method of movement to cover that scope.

 

Did you want any special sort of environment to come up often? examples: under the water, in space, extradimensional movement?

If you are able to interest everyone in whatever the other environment is, the characters should be all be capable of adventuring there. In the most extreme case, everyone gets the ability to adventure in the alternate environment for free.

 

How will the team talk to each other?

In the character build examples, the A-team communicates with HRRP and the Inhumans communicate with mind link via their base.

 

Will the team pool points to have a base?

If so, how many point should each person to be set aside for the base?

A base that's just a building with some (skill) labs is only around 50 points (so 10 character points), while something like the Inhuman's base (location deep space, megascale teleporation gates, unlimited range mindlink) costs around 200 points (so around 40 character points).

It's possible for the team to call each other by simply using cell phones, but remember that if you didn't pay points for them, they can fail as often as phones in horror movies.

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Team scope? I'm guessing you are meaning the roles per person like brick, support, err... actually I haven't read or played enough to know what all the different positions are.

 

To start I would think local/regional, so either a large city or maybe a small state... Like Massachusetts?

 

Special environments... I wonder what the ethereal realm would be like. Go there and see all the ghosts and interview dead people who aren't aware they are dead and find out what happened at crime scenes, maybe fighting wraiths and monsters stuck in limbo... Although being in space (on ships) would be interesting too. My experience is sorely lacking on both these accounts, emergency suits might be a good idea unless we got LS: Space/vacuum

 

Probably start with cell phones, and then get 'improved & more reliable' method later, depends on what everyone else wants to do.

 

I'd pool points to a base, I could rework 20 points probably, beyond that not so sure.

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I like the idea of a city scope and perhaps working up in scope organically. This allows the characters to establish themselves and then grow into the team. Unless we have some reason to be an established team. All of that character gen idea and balance in the link is very easy to get the feel. I can see the balance pattern, and good job on entangled. I would probably play a more up front character, with martial arts and gear. Also with a motivation to uphold the good. A sense of purpose, passed down from generation to generation. Only this is the first time that there was no male heir, so the mantle is in the hands of a female for the first time. Would probably have some sort of hideout the team could use.

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