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Wahts the best format to post characters from HD?


humantorch101

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Re: Wahts the best format to post characters from HD?Some general HD Resources: http://www.killershrike.com/HeroDesigner/HeroDesigner.htmSpecifically this file has several HD templates:http://www.killershrike.com/HeroDesigner/KS_HTML_CharacterExports.zipInluding this template:

Combat Information Page

Character Name: Wolverine

Alternate Identities: Logan, Weapon X, SNIKT

Player Name:

CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [2]
23 DEX 10 39 23 14- OCV 8 DCV 8
30 CON 10 40 30 15-
30 BODY 10 40 30 15-
15 INT 10 5 15 12- PER Roll 17-
25 EGO 10 30 25 14- ECV: 8
25 PRE 10 15 25/50 14- / 19- PRE Attack: 5d6 / 10d6
10 COM 10 0 10 11-
             
             
6 PD 4 2 6   6 PD (6 rPD)
6 ED 6 0 6   6 ED (6 rED)
6 SPD 3.3 27 6   Phases: 2, 4, 6, 8, 10, 12
50 REC 10 80 50  
60 END 60 0 60  
50 STUN 54 -4 50    
10" Running 6 8 10"    
4" Swimming 2 2 4"    
9 1/2"/4 1/2"" Leaping 4 6 9 1/2" 298 Total Characteristics Points
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EXPERIENCE POINTS
Total earned: 375
Spent: 375
Unspent: 0
Base Points: 500
Disad Points: 150
Total Points: 1025
MOVEMENT
Type Total
Run (6) 10" [20" NC]
Swim (2) 4" [8" NC]
H. Leap (4") 9 1/2"
V. Leap (2") 4 1/2"
Tunneling 0"/1" [0"/2" NC]
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 8"
Weight:  220 lbs
Description:
Short, mean and hairy. Dresses like a lumberjack (but he's OK).

MARTIAL ARTS MANEUVERS
Cost  Maneuver
16 +4 HTH Damage Class(es)
Commando Training
Notes: Mr. Scrappy
3
1) Akido Throw: 1/2 Phase, +0 OCV, +1 DCV, 7 1/2d6 +v/5, Target Falls
4
2) Boxing Cross: 1/2 Phase, +0 OCV, +2 DCV, 9 1/2d6 Strike
4
3) Choke: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND
4
4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 53 STR vs. Grabs
4
5) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Three Limbs, 30 STR for holding on
4
6) Judo Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 48 STR to Disarm roll
4
7) Kung Fu Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
1
8) Weapon Element: Clubs
1
9) Weapon Element: Knives
Kenjutsu
Notes: For all those Frank Miller Story Arcs ;)
1
1) Weapon Element: Empty Hand (Bind, Block, Disarm, Evade, Takeaway maneuvers only)
0
2) Weapon Element: Blades
5
3) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 48 STR to take weapon away
5
4) Slashing Stroke: 1/2 Phase, -2 OCV, +1 DCV, Weapon +8 DC Strike
5
5) Sacrifice Stroke: 1/2 Phase, +1 OCV, -2 DCV, Weapon +8 DC Strike
5
6) Running Stroke: 1/2 Phase, +1 OCV, +0 DCV, Weapon +4 DC +v/5; FMove
4
7) Lightning Stroke: 1/2 Phase, +2 OCV, +0 DCV, Weapon +6 DC Strike
4
8) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
9) Evade: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4
10) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 48 STR
4
11) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 48 STR to Disarm roll
86 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 6 Current BODY:
Res. Phys. Defense 6  
Energy Defense 6 Current END:
Res. Energy Defense 6  
Mental Defense 10 Current STUN:
Power Defense 15  
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +2 Overall , +2 with HTH Combat , +4 vs FOCI, Restrainable Powers, Held Objects , +2 with DCV
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Akido Throw 1/2 +0 +1 7 1/2d6 +v/5, Target Falls
Boxing Cross 1/2 +0 +2 9 1/2d6 Strike
Choke 1/2 -2 +0 Grab One Limb; 4d6 NND
Escape 1/2 +0 +0 53 STR vs. Grabs
Hold 1/2 -1 -1 Grab Three Limbs, 30 STR for holding on
Judo Disarm 1/2 -1 +1 Disarm; 48 STR to Disarm roll
Kung Fu Block 1/2 +2 +2 Block, Abort
Takeaway 1/2 +0 +0 Grab Weapon, 48 STR to take weapon away
Slashing Stroke 1/2 -2 +1 Weapon +8 DC Strike
Sacrifice Stroke 1/2 +1 -2 Weapon +8 DC Strike
Running Stroke 1/2 +1 +0 Weapon +4 DC +v/5; FMove
Lightning Stroke 1/2 +2 +0 Weapon +6 DC Strike
Block 1/2 +2 +2 Block, Abort
Evade 1/2 -- +5 Dodge, Affects All Attacks, Abort
Bind 1/2 +1 +0 Bind, 48 STR
Disarm 1/2 -1 +1 Disarm; 48 STR to Disarm roll
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
7 Quick Healing: Damage Resistance (6 PD/6 ED), Hardened (+1/4) (7 Active Points) 0
15 Healing Factor: Power Defense (15 points) 0
36 Healing Factor: Healing 5 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (100 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2)
Notes: Regeneration; No Healing Max (see FREd p. 120).
0
11 Healing Factor: Life Support (Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents) (20 Active Points); Extra Time (Extra Segment, Only to Activate Constant or Persistent Power, Delayed Phase, -1/2), Requires A CON Roll (-1/4) 0
12 Altered Metabolism: Life Support (Eating Character only has to eat once per week; Extended Breathing 1 END per Minute; Longevity 400 Years; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Sleeping Character only has to sleep 8 hours per week) 0
20 Armored Skeleton: Physical Damage Reduction, Resistant, 50% (30 Active Points); BODY Only (-1/2) 0
3 Armored Skeleton: Lack Of Weakness (-3) for Resistant Defenses 0
6 Armored Skeleton: Knockback Resistance -3" 0
45 Armored Skeleton: Hand-To-Hand Attack +3d6, Inherent (+1/4), Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (67 Active Points); Hand-To-Hand Attack (-1/2) 0
32 Mental Feedback: Ego Attack 1 1/2d6, Inherent (+1/4), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (56 Active Points); Always On (-1/2), Does Not Provide Mental Awareness (-1/4) 0
5 Feral Mind: Mental Defense (10 points total) 0
92 Claws: Multipower, 138-point reserve, (138 Active Points); all slots Restrainable (-1/2)
8u
1) Claws I (Slash-O-Matic): Killing Attack - Hand-To-Hand 4d6-1 (4d6 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2), Armor Piercing x2 (x2; +1) (137 Active Points); Restrainable (-1/2), No Knockback (-1/4)
0
8u
2) Claws II (Ripper Barrage): Killing Attack - Hand-To-Hand 4d6-1 (4d6+1 w/STR) (vs. PD), Autofire (5 shots; +1/2), Reduced Endurance (0 END; +1) (137 Active Points); Restrainable (-1/2), No Knockback (-1/4)
0
8u
3) Claws III (Impale): Killing Attack - Hand-To-Hand 6d6 (7d6 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2) (135 Active Points); Restrainable (-1/2), No Knockback (-1/4)
0
9u
4) Wallcutter: Tunneling 1" through 30 DEF material, Reduced Endurance (0 END; +1/2) (138 Active Points); Restrainable (-1/2)
0
7 Claws IV (Pitons): Clinging (28 STR) (13 Active Points); Restrainable (-1/2), Cannot Resist Knockback (-1/4) 0
20 Canny Fighter: Find Weakness 11- with Related Group of Attacks (Claws) 0
20 Tracking: Tracking with Smell/Taste Group and Hearing Group, Sense Affected As Another Sense (+0) 0
40 Heightened Sences: Targeting Sense with Smell/Taste Group and Hearing Group 0
5 Heightened Sences: Nightvision, Sense Affected As Another Sense (+0) 0
15 Heightened Sences: +5 PER with All Sense Groups 0
12 Snikt, bub: +25 PRE (25 Active Points); Fear Only (-1)
436 Total Powers Cost
PERKS
Cost  Name
5 Reputation (Best there is at what he does) (A small to medium sized group) ; 14-, +5/+5d6
5 Anonymity (Not in most systems)
10 Total Perks Cost
TALENTS
Cost  Name
3 Ambidexterity (Reduce Off Hand Penalty to -2)
3 Bump Of Direction
35 Danger Sense (General Area, Out of Combat, Function as a Sense) 15-
10 Snikt Snikt: Lightning Reflexes: +10 DEX to act first with Single Action (Claws I)
5 Wont talk: Resistance (5 points)
56 Total Talents Cost

SKILLS
Cost  Name
20 +2 Overall
10 +2 with HTH Combat
12 +4 vs FOCI, Restrainable Powers, Held Objects
10 +2 with DCV
3 Acrobatics 14-
11 Animal Handler (Canines, Felines, Other Voles, Ursines) 17- (22-)
3 Breakfall 14-
3 Bribery 14- (19-)
3 Climbing 14-
3 Combat Driving 14-
7 Concealment 14-
3 Deduction 12-
10 Defense Maneuver I-IV
3 Interrogation 14- (19-)
3 Language: Japanese (completely fluent)
2 Navigation (Land) 12-
5 Rapid Attack (HTH)
3 Shadowing 12-
3 Stealth 14-
3 Streetwise 14- (19-)
4 Survival (Arctic/Subarctic, Mountain) 12-
3 Tracking 12-
2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles
10 Two-Weapon Fighting (HTH)
139 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
5 Vulnerability: 1 1/2 x Effect Magnetic Powers (Uncommon)
5 Susceptibility: Strong Magnetic Fields, 1d6 damage Instant (Uncommon)
5 Physical Limitation: Sets off Metal Detectors (Infrequently, Slightly Impairing)
5 Dependent NPC: Teenage Girl (Jubilee, Rogue, or Shadow Cat at various times and arcs) 11- (Slightly Less Powerful than the PC; Useful noncombat position or skills)
5 Distinctive Features: Strange hairdo (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
35 Enraged: Berserk When pushed to the limit (BODY 5 or less) (Uncommon), go 14-, recover 8-
20 Enraged: When Thwarted (Uncommon), go 14-, recover 11-
10 Hunted: Sabretooth 8- (As Pow, Harshly Punish)
25 Hunted: By all kinds of people 11- (Mo Pow, NCI, Harshly Punish)
10 Reputation: Hardass, 11- (Extreme; Known Only To A Small Group)
10 Vulnerability: Flashes (Common)
15 Unluck: 3d6
150 Total Disadvantages Cost
Height: 5' 8" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: Short, mean and hairy. Dresses like a lumberjack (but he's OK).
Personality: Drink beer, smoke stogies
Quote:"Bub"
Background: To confused to go into.
Powers/Tactics: Regen, Adamantium Skeleton, Claws, nasty Scrapper.
Campaign Use: Endless story hooks
Character created with Hero Designer (version 2.36)
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