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Character ideas for a new player


Guest oddbatt

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Guest oddbatt

I'm playing in a Fantasy HERO tomorrow and need some advice about making my character. I'm familiar with HERO (read FRED), but have never actually played. I want to make a Madmartigan, greatest-swordsman-that-ever-lived type... guy, but a few questions:

 

What should I keep in mind regarding the character mechanics?

 

What special Talents, Perks, Powers would be cool for this kind of character?

 

What pitfalls should I be aware of in combat?

 

Thanks all!

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Re: Character ideas for a new player

 

For heroic level characters, I've found it's a pretty good idea to spend about half your points on Characteristics, and the other half on Skills and Talents. Also, increase your PD and ED to double their base level.

 

Do you have access to Fantasy Hero? There are plenty of Talents in there that could fit your concept.

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Re: Character ideas for a new player

 

Here is what I might do, little character to it but you get the idea

 

Beinfang the Bold

 

Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [4]

20 DEX 30 13- OCV: 7/DCV: 7

14 CON 8 12-

12 BODY 4 11-

13 INT 3 12- PER Roll 12-

14 EGO 8 12- ECV: 5

15 PRE 5 12- PRE Attack: 3d6

16 COM 3 12-

 

5 PD 2 Total: 5 PD (0 rPD)

3 ED 0 Total: 3 ED (0 rED)

4 SPD 10 Phases: 3, 6, 9, 12

8 REC 4

36 END 4

35 STUN 8

 

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 1"/2"

 

Cost Powers END

15 Warrior's Awareness: Spatial Awareness (Unusual Group), +3 to PER Roll, Increased Arc Of Perception (360 Degrees); Limited Power Power loses about half of its effectiveness (Range, equal to or less than 3", not through solid objects/Physical barriers; -1)

 

3 Incredible Endurance: Endurance Reserve (20 END, 1 REC)

4 Efficent STR use: Power Can Draw END from Character or END Reserve (+1/4) applied to STR 1

 

9 Out Maneuvering Opponent: Aid SPD 1d6, Can Add Maximum Of 20 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Requires A Skill Roll (Analyze: Combat, 02; -1/2)

 

5 Hard to Read in Combat: LoW (-5) for vrs. Analyze: Combat

4 Martial Block +2 +2 Block, Abort

4 Martial Disarm -1 +1 Disarm; 25 STR to Disarm roll

3 Martial Grab -1 -1 Grab Two Limbs, 25 STR for holding on

4 Shove +0 +0 30 STR to Shove

4 Counterstrike +2 +2 Weapon +2 DC Strike, Must Follow Block

 

Perks

10 "Greatest Swordsman of his time": Reputation (A medium-sized group) 14-, +5/+5d6

 

Talents

2 Sure footed: Environmental Movement (no penalties on Broken/Cluttered Terrain/Area)

9 "I know something you don't know...": Ambidexterity (no Off Hand penalty)

10 Follow-Through Attack

 

Skills

6 PS: Master Swordsman 15-

10 Defense Maneuver I-IV

11 Analyze: Combat 16-

 

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

6 +2 with any three related Skills

4 +2 with single Characteristic Roll: DEX

 

1 WF: Blades

1 WF: Two-Handed Weapons

1 WF: Off Hand

21 +7 with any three maneuvers or a tight group of attacks

 

Total Characteristic Cost: 92

Total Powers & Skill Cost: 156

Total Cost: 248

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Re: Character ideas for a new player

 

What pitfalls should I be aware of in combat?

 

As a light fighter without a shield or heavy armor, you need to rely on your DEX and DCV to keep you from getting killed. Move around a lot using half-moves to try and keep from getting mobbed. Employ levels and martial maneuvers judiciously--you really want to keep opponents' chances of hitting you to 9- or worse. At DEX 20 you will nearly always be able to attack before your opponents in a given phase, but that doesn't mean you should. And if you have a SPD advantage, you can totally cheese out and martial dodge during all but your extra phase.

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Re: Character ideas for a new player

 

If your GM allows Combat Luck' date=' take a level of that. ;)[/quote']

 

You can probably convince him to let you take it if you agree not to wear armor, which depending on whether or not your GM uses the Armor dcv penalties to balance armor users vs. non-armor users, probably works out for your character anyway.

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Re: Character ideas for a new player

 

Just in case the amount of points on the example above is a little too high, I give you a lower point version that accomplishes much of the same thing. I didn't add any Disadvantages and the character is geared towards combat more than role-playing. If I were to take anything away to add more non-combat skills, it would be Follow Through Attack. That gives the option of 2 regular Skills and 2 Knowledge Skills or 3 regular Skills and a point to put in a Characteristic. You could also cut down the Damage Classes with the Martial Art by one or both.

 

Good Luck.

 

 

(Your character name here)

 

Player:

 

Val Char Cost

15 STR 5

18 DEX 24

12 CON 4

12 BODY 4

10 INT 0

10 EGO 0

12 PRE 2

10 COM 0

 

8 PD 5

8 ED 6

4 SPD 12

5 REC 0

24 END 0

39 STUN 13

 

6" RUN 0

2" SWIM 0

3" LEAP 0

Characteristics Cost: 75

 

 

Cost Martial Arts Maneuver

4 Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 35 STR to Disarm roll

4 Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +2 DC +v/5; FMove

4 Slash/Thrust: 1/2 Phase, +0 OCV, +2 DCV, Weapon +4 DC Strike

4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 35 STR

8 +2 HTH Damage Class(es)

Martial Arts Cost: 29

 

Cost Skill

5 Defense Maneuver I-II

5 Rapid Attack (HTH)

3 Riding 13-

3 Streetwise 11-

3 Trading 11-

5 WF: Common Melee Weapons, Common Missile Weapons, Off Hand

12 +4 with Martial Maneuvers

Skills Cost: 36

 

 

Cost Talent

10 Follow-Through Attack

Talents Cost: 10

 

Total Character Cost: 150

 

Pts. Disadvantage

75 Insert your Disadvantages Here

Disadvantage Points: 75

Base Points: 75

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Character ideas for a new player

 

Hey' date=' it's Master Roshi! Good stuff. I'm curious, why does everyone stop at 15 STR?[/quote']

 

I stopped at 15 because more is not indicated for the archetype Now a barbarian or massive weapon user, sure higher than 15.

 

It allows use of a wide array of 1 handed weapons and shields.

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Re: Character ideas for a new player

 

Hey' date=' it's Master Roshi! Good stuff. I'm curious, why does everyone stop at 15 STR?[/quote']

 

Because in the literature, light fighters get by with skill and cunning, not brute strength. Now if we were designing to a more munchkinlike standard, 'light' fighters would all have 20 STR and tanks would have 23-25.

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Re: Character ideas for a new player

 

Hey' date=' it's Master Roshi! Good stuff. I'm curious, why does everyone stop at 15 STR?[/quote']Mostly because I cranked it out in about ten minutes and wanted to make sure I had enough strength to cover the STR Minimum on most weapons. I actually tend to try for all stats off of their threshhold numbers, just to add variety. Actually 13 or 14 would be just as well probably, with damage coming from Martial Arts DCs and Skill Levels.
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