JmOz Posted July 20, 2006 Report Share Posted July 20, 2006 Neither have names yet (Players gave me basic ideas only) The players are going to be ftrying to keep peace in border territories as part of the police/military force First one is an old vet, waiting on his pension... Player: Val Char Cost 13/20 STR 3 17 DEX 21 15 CON 10 12 BODY 4 15 INT 5 13 EGO 6 15 PRE 5 8 COM -1 5 PD 2 5 ED 2 3 SPD 3 6 REC 0 30 END 0 30 STUN 3 6" RUN 0 2" SWIM 0 2 1/2"/3 1/2" LEAP 0 Characteristics Cost: 63 Cost Power Cybernetics, all slots OIF (-1/2) 3 1) Extra Limb (1) (5 Active Points) 4 2) +7 STR, Reduced Endurance (0 END; +1/2) (10 Active Points); No Figured Characteristics (-1/2), Right Arm Only (-1/4) 7 3) +2 with Int Skills (10 Active Points) 3 4) IR Perception (Sight Group) (5 Active Points) 3 5) Eidetic Memory (5 Active Points) Powers Cost: 20 Cost Skill 6 +2 Computer Programing, Criminology, Deduction 3 Criminology 12- 3 KS: Criminal Law 12- 3 WF: Small Arms, Blades 3 PS: Law Enforcement Agent 12- 3 Bureaucratics 12- 3 Combat Piloting 12- 3 Computer Programming 12- 3 Concealment 12- 3 Deduction 12- 2 Language: Inter-Lac (fluent conversation) 3 KS: Space Pirates 12- 3 Navigation (Hyperspace, Space) 12- 3 Paramedics 12- 3 Stealth 12- 3 Streetwise 12- 3 Systems Operation 12- 3 Teamwork 12- 2 TF: Science Fiction & Space Vehicles Skills Cost: 58 Cost Perk 9 Fringe Benefit: Interstellar Police Powers, Police officer Perks Cost: 9 Total Character Cost: 150 Pts. Disadvantage 5 Age: 40+ 10 Distinctive Features: Cyborg (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 0 Normal Characteristic Maxima 10 Psychological Limitation: Cautious (Common, Moderate) 15 Psychological Limitation: Loyal (Common, Strong) 5 Physical Limitation: Cyborg (Infrequently, Slightly Impairing) 5 Social Limitation: Secret (Occasionally, Minor) 20 Social Limitation: Subject to Orders (Very Frequently, Major) Disadvantage Points: 75 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
JmOz Posted July 20, 2006 Author Report Share Posted July 20, 2006 Re: 2 characters for review Second Character wanted to be a hotshot pilot from a race of parots...Convinced her to go with a winged humanoid species with parot like wings/feathers and some bird like features (Beak, etc...) Player: Val Char Cost 15 STR 5 18 DEX 24 15 CON 10 10 BODY 0 18 INT 8 11 EGO 2 13 PRE 3 18 COM 4 5 PD 2 5 ED 2 4 SPD 12 6 REC 0 30 END 0 26 STUN 0 6" RUN 0 2" SWIM 0 3" LEAP 0 Characteristics Cost: 72 Cost Power Cyberlink, all slots Restrainable (Only by means other than Grabs and Entangles; -1/4) 4 1) Mind Link , One Specific Mind, Psychic Bond, Radio not Mental (+0) (10 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 4 2) +3 with Piloting related skills (9 Active Points); Only whith cybernetic Ships (-1) 7 Wings: Multipower, 10-point reserve, (10 Active Points); all slots Restrainable (-1/2) 1u 1) Flight 5" (10 Active Points) 1u 2) Gliding 10" (10 Active Points) Powers Cost: 17 Cost Skill 6 +2 with Piloting Related Skills 1 Bureaucratics 8- 3 Combat Piloting 13- 3 Criminology 13- 3 Electronics 13- 3 KS: Criminal Law 13- 3 KS: Pirates 13- 2 Language: Interlac (fluent conversation) 3 Mechanics 13- 4 Navigation (Air, Hyperspace, Space) 13- 3 PS: Law Enforcement Agent 13- 3 SS: Astronomy 13- 3 Systems Operation 13- 2 TF: Science Fiction & Space Vehicles 3 Teamwork 13- 3 WF: Small Arms, Blades Skills Cost: 48 Cost Perk 9 Fringe Benefit: Interstellar Police Powers, Police officer Perks Cost: 9 Cost Talent 4 Environmental Movement (no penalties in Zero-G) Talents Cost: 4 Total Character Cost: 150 Pts. Disadvantage 5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Distinctive Features: Cyberlink (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Social Limitation: Subject to Orders (Very Frequently, Major) 15 Susceptibility: System Crashes (Ship Computer being Damaged/Destroid while physicaly linked to it), 3d6 damage Instant (Uncommon) 15 Psychological Limitation: Thrillseeker (Common, Strong) 10 Psychological Limitation: Gunslinger mentality (Piloting) (Common, Moderate) 5 Physical Limitation: 1/2 normal Mass (Takes KB damage, +3 KB) (Infrequently, Slightly Impairing) Disadvantage Points: 75 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Nolgroth Posted July 20, 2006 Report Share Posted July 20, 2006 Re: 2 characters for review General Impressions: I see both characters have Weapon Familiarities, but no CSLs. I would assume a low CV game with that. Nice spread of skills to supplement the police role they seem to be playing. First Character (Cyborg): 1. What is the extra limb? Is that the cyberlimb? 2. Not sure that I understand what Social Limitation: Secret is. 3. What does the Physical Limitation: Cyborg represent? Second Character (Pilot) 1. Well done. I like the overall character. Quote Link to comment Share on other sites More sharing options...
JmOz Posted July 20, 2006 Author Report Share Posted July 20, 2006 Re: 2 characters for review 1&3) Yes, it represents the cyber limb, basicaly the way I handle things like blind but with sonar, or a cyborg missing a limb is that I allow the physical Lim to be the lesser of the normal value or the Active Points value of the power that mitigates it, they then can limit the power as appropriate, in this case the character is netting 2 points of a disad for the inconvience of having his limb be an OIF, he is also 5 points less on disadvantages than he could have been. It is not 100% rules legal (Where some would say the disad does not limit the character) but I feel that having them loose the avalability of the disad points plus the limits of the limitaions on the power are worth a small amount of points... 2) The character has a harmful secret. As some of my other players come onto these forums I am reluctant to get into details on it. I will say that if the player had not maxed out his disads for Social Lims it would have been a bigger disad... Quote Link to comment Share on other sites More sharing options...
Nolgroth Posted July 20, 2006 Report Share Posted July 20, 2006 Re: 2 characters for review 1. Well sure, the Cyberlimb makes sense a little more now and I see why you would do it that way. If the limb can be damaged and rendered useless, especially by something that isn't direct damage (like EMP), then it makes sense for there to be some sort of disadvantage. 2. Wow a harmful secret so secret it is secret to the player too. I like GM abus,...er option Disadvantages. Good write-ups. I hope you have a blast. Quote Link to comment Share on other sites More sharing options...
JmOz Posted July 20, 2006 Author Report Share Posted July 20, 2006 Re: 2 characters for review The player knows what it is, I just don't want the other players to know... Glad you like the write ups Quote Link to comment Share on other sites More sharing options...
JmOz Posted July 20, 2006 Author Report Share Posted July 20, 2006 Re: 2 characters for review Here is a third character, he is the tactical officer. From a cold world, big warrior type Player: Val Char Cost 20 STR 10 17 DEX 21 15 CON 10 12 BODY 4 13 INT 3 11 EGO 2 13 PRE 3 8 COM -1 7/10 PD 3 7/10 ED 4 3 SPD 3 7 REC 0 30 END 0 30 STUN 0 6" RUN 0 2" SWIM 0 4" LEAP 0 Characteristics Cost: 62 Cost Power 9 Armor (3 PD/3 ED), Inherent (+1/4) (11 Active Points); Visible (-1/4) 2 LS (Safe in Intense Cold), Inherent (+1/4) Powers Cost: 11 Cost Skill 16 +2 with All Combat 3 Breakfall 12- 1 Bureaucratics 8- 3 Climbing 12- 3 Concealment 12- 3 Criminology 12- 3 Interrogation 12- 2 KS: Criminal Law 11- 1 KS: Pirates 8- 2 Language: Inter-Lac (fluent conversation) 3 Navigation (Hyperspace, Space) 12- 2 PS: Law Enforcement 11- 3 Paramedics 12- 3 Stealth 12- 3 Streetwise 12- 2 Survival (Arctic/Subarctic) 12- 1 Systems Operation 8- 2 TF: Science Fiction & Space Vehicles 3 Tactics 12- 3 Teamwork 12- 5 WF: Common Melee Weapons, Small Arms, Vehicle Weapons Skills Cost: 67 Cost Perk 9 Fringe Benefit: Interstellar Police Powers, Police officer Perks Cost: 9 Cost Talent 1 Environmental Movement (no penalties on Ice) Talents Cost: 1 Total Character Cost: 150 Pts. Disadvantage 20 Soc. Lim.: Subject to Orders (Very Frequently, Major) 0 Normal Characteristic Maxima 5 DF: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psych. Lim.: Honorable (Common, Strong) 10 Hunted: Patch 8- (As Pow, Harshly Punish) 5 Susceptibility: Extreme Heat, 3d6 damage per 20 Minutes (Uncommon) 10 Vulnerability: 2 x STUN Heat/Fire (Uncommon) 10 Vulnerability: 2 x BODY Heat/Fire (Uncommon) Disadvantage Points: 75 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Nolgroth Posted July 20, 2006 Report Share Posted July 20, 2006 Re: 2 characters for review For a big warrior, I'd expect more BODY and STUN. Me personally, I'd sell back a couple points of DEX and buy up the BODY by three points. Maybe he's still young or hasn't done a lot of exercise yet. With his CSLs, he's gonna be the big hitter in the group with his DEX being the roughly the same as his comrades. Nothing wrong with that, just sayin'. Other than that, a decent write-up. I do like the relatively wide spread of skills that all the write-ups have. Quote Link to comment Share on other sites More sharing options...
JmOz Posted July 21, 2006 Author Report Share Posted July 21, 2006 Re: 2 characters for review The last character for the crew, the team doctor/CSI type, I could not think of a good name for the science I called Balistics, but it should include energy based weapons and such as well, but would not help much with missiiles and the kind... Player: Val Char Cost 13 STR 3 18 DEX 24 15 CON 10 10 BODY 0 18 INT 8 13 EGO 6 15 PRE 5 20 COM 5 4 PD 1 4 ED 1 3 SPD 2 6 REC 0 30 END 0 25 STUN 0 6" RUN 0 2" SWIM 0 2 1/2" LEAP 0 Characteristics Cost: 65 Cost Skill 10 +2 with IINT Skills 1 Bureaucratics 8- 3 Computer Programming 13- 3 Criminology 13- 3 Deduction 13- 3 Forensic Medicine 13- 3 KS: Criminal Law 13- 1 KS: Pirates 8- 2 Language: Inter-Lac (fluent conversation) 3 Navigation (Air, Hyperspace, Space) 8- 3 PS: Doctor 13- 3 PS: Law Enforcement Agent 13- 3 Paramedics 13- 3 Scientist 2 1) SS: "Balistics" 13- (3 Active Points) 2 2) SS: Biology 13- (3 Active Points) 2 3) SS: Chemistry 13- (3 Active Points) 2 4) SS: Forensic Science 13- (3 Active Points) 2 5) SS: Medicine 13- (3 Active Points) 2 6) SS: Psycology 13- (3 Active Points) 2 7) SS: Surgery 13- (3 Active Points) 2 8) SS: Toxicology 13- (3 Active Points) 2 9) SS: Xenobiology 13- (3 Active Points) 2 10) SS: Xenomedicine 13- (3 Active Points) 2 11) SS: Xenopsycology 13- (3 Active Points) 2 TF: Science Fiction & Space Vehicles 3 Teamwork 13- 3 WF: Small Arms, Blades Skills Cost: 74 Cost Perk 11 Fringe Benefit: Interstellar Police Powers, License to practice Medicine, Police sergeant Perks Cost: 11 Total Character Cost: 150 Pts. Disadvantage 15 Dependent NPC: Pet Exomonkey 8- (Incompetent) 5 Distinctive Features: Uniform (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Hunted: Scaley Jack, Pirate Captain 8- (As Pow, Harshly Punish) 10 Psychological Limitation: Curious (Common, Moderate) 15 Psychological Limitation: Hippocratic Oath (Common, Strong) 20 Social Limitation: Subject to Orders (Very Frequently, Major) Disadvantage Points: 75 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Nolgroth Posted July 21, 2006 Report Share Posted July 21, 2006 Re: 2 characters for review On the last character, I would probably have gone with PS: Surgeon rather than SS: Surgeon, but that's my take. In regards to the Balistics, I would think that unnecessary with Criminology. It would serve much the same purpose and would have expanded in scope to include energy weapons and maybe even bomb blasts and such (with the appropriate complimentary skills like Demolitions). Just my take on the skill set. Quote Link to comment Share on other sites More sharing options...
Starwolf Posted July 21, 2006 Report Share Posted July 21, 2006 Re: 2 characters for review I like GM abus,...er option Disadvantages. HEY!!! Should we be worried! Quote Link to comment Share on other sites More sharing options...
LunaRagno Posted July 27, 2006 Report Share Posted July 27, 2006 Re: 2 characters for review Hello, I'm pretty new to Hero. There's something I saw I don't understand. I hope this ain't too stupid a question. Cost Power Cybernetics, all slots OIF (-1/2) 3 1) Extra Limb (1) (5 Active Points) 4 2) +7 STR, Reduced Endurance (0 END; +1/2) (10 Active Points); No Figured Characteristics (-1/2), Right Arm Only (-1/4) 7 3) +2 with Int Skills (10 Active Points) 3 4) IR Perception (Sight Group) (5 Active Points) 3 5) Eidetic Memory (5 Active Points) Is this a Multipower or an Elemental Control???? You did the same thing in the next post. Cost Power Cyberlink, all slots Restrainable (Only by means other than Grabs and Entangles; -1/4) 4 1) Mind Link , One Specific Mind, Psychic Bond, Radio not Mental (+0) (10 Active Points); Only With Others Who Have Mind Link (-1), Does Not Provide Mental Awareness (-1/4) 4 2) +3 with Piloting related skills (9 Active Points); Only whith cybernetic Ships (-1) And that was followed by something labelled as a Multipower. 7 Wings: Multipower, 10-point reserve, (10 Active Points); all slots Restrainable (-1/2) 1u 1) Flight 5" (10 Active Points) 1u 2) Gliding 10" (10 Active Points) So I guess the other 2 are EC's, but they don't look costed out right. Please pity the newbie and explain for her tiny little brain. Quote Link to comment Share on other sites More sharing options...
JmOz Posted July 27, 2006 Author Report Share Posted July 27, 2006 Re: 2 characters for review There lists, just a way the program I used can help to sumarize powers, not a framework. Quote Link to comment Share on other sites More sharing options...
LunaRagno Posted July 29, 2006 Report Share Posted July 29, 2006 Re: 2 characters for review There lists' date=' just a way the program I used can help to sumarize powers, not a framework.[/quote'] OK. I'm guessing your program likes to group up all powers with the same Limitation, and list the Limitation just once. Now I know, I'll deal with it in the future. Thanks for cluing in the newbie. Quote Link to comment Share on other sites More sharing options...
Nolgroth Posted July 30, 2006 Report Share Posted July 30, 2006 Re: 2 characters for review Looks like a HERO Designer list. Quote Link to comment Share on other sites More sharing options...
Checkmate Posted July 30, 2006 Report Share Posted July 30, 2006 Re: 2 characters for review Yes an HD list, and Newbie, if you don't have Hero Designer, good God man why not!?!? One of the things that really stuck out to me was the "Old Timer" His DEX seems a bit high for an old timer, but the biggie for me was no Tactics skill. Maybe I'm thinking too much Soldier though. For the pilot: A 2 point TF seems a bit low to cover ALL Sci-Fi vehicles. I typically break them down a bit more: Atmospheric Craft (including "car" like vehicles, which depending on the setting may not be an Everyman Skill) Small 1 man fighters, Multi-person fighter/bombers, Corvette/Shuttle craft, Capitol Ships, and make them pay seperately. For the large fighter, in Heroic games I typically don't mess with the Inherent Advantage. Drains against something that specific come up so rarely (if ever) that it doesn't justify the increase in cost. Although on the powers you have it on, doesn't look like it did increase the cost any. I also would have thought at the very least more CON being from a cold planet. For the Dr. The Min/Max'er in me would point out that he really missed the Break Point on the EGO. He'd be better off with an 11 or 14 (unless he's only worried about the EGO roll 9+EGO/5), I'd also be tempted to either change Psychology to Criminal Psych or add Criminal Psych. Now all of these are really just picking nits and things I'd suggest to the players. All of the builds look great, and nothing stands out as "wrong", unbalanced or out of character concept. Quote Link to comment Share on other sites More sharing options...
LunaRagno Posted July 31, 2006 Report Share Posted July 31, 2006 Re: 2 characters for review Yes an HD list' date=' and Newbie, if you don't have Hero Designer, good God man why not!?!? [/quote'] Because I've got LEET math skilz. Joke aside, my math is very good, and I've got a spreadsheet prog. I don't spend money for what I can do myself. Now I know HeroDesigner lists out like that, I've got another reason not to get it. Quote Link to comment Share on other sites More sharing options...
Checkmate Posted July 31, 2006 Report Share Posted July 31, 2006 Re: 2 characters for review It doesn't have to list out like that. It's a feature to make life easier. It really is a great program, and includes rules from books you might not want to buy. I really can't reccomend that thing enough. There is more to it, than just doing the math. It checks the legality of everything. You don't have to paw through the errata or FAQ's every time you create a character. If the rules change from what's in the book, HD is updated with those changes. It takes Min/Max'ing to a whole new level. Add and subtract limitations with a click to see how much you're saving to see if that limitation you're on the fence about is really worth it. It will make a combat record for you. It's fully customizable and if you don't like it enforcing a rule, you can tell it to ignore that rule. I have no idea how I ever survived without it. Quote Link to comment Share on other sites More sharing options...
LunaRagno Posted August 1, 2006 Report Share Posted August 1, 2006 Re: 2 characters for review It doesn't have to list out like that. It's a feature to make life easier. It really is a great program, and includes rules from books you might not want to buy. I really can't reccomend that thing enough. There is more to it, than just doing the math. It checks the legality of everything. You don't have to paw through the errata or FAQ's every time you create a character. If the rules change from what's in the book, HD is updated with those changes. It takes Min/Max'ing to a whole new level. Add and subtract limitations with a click to see how much you're saving to see if that limitation you're on the fence about is really worth it. It will make a combat record for you. It's fully customizable and if you don't like it enforcing a rule, you can tell it to ignore that rule. I have no idea how I ever survived without it. All of that makes it sound like a very good and useful program. You have convinced me to look into it very closely. Thank you for the information. Quote Link to comment Share on other sites More sharing options...
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