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Enforcer84's Occasional HERO Content Depository


Enforcer84

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Re: Enforcer84's Occasional HERO Content Depository

 

A couple of comments so far. Firstly regarding this power:

20 6) Flurry of Blows: (Total: 30 Active Cost, 20 Real Cost) Hand-To-Hand Attack +2d6, Autofire (5 shots; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2) (Real Cost: 10) plus +3 with OCV (15 Active Points); Linked (Flurry of Blows; -1/2) (Real Cost: 10)

 

You do realise that under the rules for applying STR to advantaged Hand-to-Hand attacks that this power would max out at 4D6, right?

 

A different way to build it for the same effect would be:

+3D6 HA, Area Effect 1 Hex (Accurate), 0 END (Active 30pts, Real 10, Max Damage 6D6)

 

Or even drop the 0 END and make it +4D6 HA, 1 Hex Accurate (Active 30, Real 20, Max Damage 8D6)

 

Secondly, this power:

22 8) Anti-Friction Protection: Armor (8 PD/10 ED) (27 Active Points); Only when Moving (-1/4)

 

Would Restrainable be a better disad to apply? Meaning that it wouldn't work if the character was grabbed or entangled (which would strangely enough mean that they weren't moving :) ). Also I feel that it should be applied to many of the character's powers for the same reason.

 

Finally, this one:

4u 8) Sonic Boom: Energy Blast 6d6, Area Of Effect (6" Radius; +1 1/4) (67 Active Points); Must Pass Through Intervening Space (-1/4), Limited Power Does not work in a Vaccuum (-1/4)

 

Did you consider building it as an explosion instead? Maybe even double knockback too? (Same cost then).

 

I like the idea/concept and the character - I'll be interest to see how it pans out. Also I'll revisit after some more thought - that was just some initial noodling.

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Re: Enforcer84's Occasional HERO Content Depository

 

A different way to build it for the same effect would be:

+3D6 HA, Area Effect 1 Hex (Accurate), 0 END (Active 30pts, Real 10, Max Damage 6D6)

 

Or even drop the 0 END and make it +4D6 HA, 1 Hex Accurate (Active 30, Real 20, Max Damage 8D6)

It wouldn't be the same effect though, because he could only hit the target once.

Would Restrainable be a better disad to apply? Meaning that it wouldn't work if the character was grabbed or entangled (which would strangely enough mean that they weren't moving :) ).

Not necessarily true, given the SFX of the entangle the character could still move such as if he were handcuffed.

 

Did you consider building it as an explosion instead? Maybe even double knockback too? (Same cost then).

But explosion drops off damage whereas the AoE is the same throughout.

 

Of course all the above doesn't take into account exactly what E84 was thinking as he made the character so you could be right in your suggestions.

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Re: Enforcer84's Occasional HERO Content Depository

 

It wouldn't be the same effect though' date=' because he could only hit the target once.[/quote']

 

Mechanically, yes. But the SFX could be that he hits a million times.

 

Not necessarily true, given the SFX of the entangle the character could still move such as if he were handcuffed.

 

True, but handcuffs have limitations on them that might preclude them from acting on the restrainable limitation. And even buying the power linked to movement would still make it a -1/2 limitation.

 

 

But explosion drops off damage whereas the AoE is the same throughout.

 

Yes - but given the name of the power I thought an explosion effect might be more suitable. It really depends on E84s design intent (which segues nicely into...)

 

Of course all the above doesn't take into account exactly what E84 was thinking as he made the character so you could be right in your suggestions.

 

All true enough - was just offering suggestions :)

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Re: Enforcer84's Occasional HERO Content Depository

 

Mechanically' date=' yes. But the SFX could be that he hits a million times.[/quote']

Hm...You have a point, but wouldn't 4d6 x 5 be better then 8d6 at representing that kind of damage albeit that the defenses would more likely reduce the smaller hits? Of course it does all come back to what he wanted to represent. :D

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Re: Enforcer84's Occasional HERO Content Depository

 

Hm...You have a point' date=' but wouldn't 4d6 x 5 be better then 8d6 at representing that kind of damage albeit that the defenses would more likely reduce the smaller hits? Of course it does all come back to what he wanted to represent. :D[/quote']

 

Comes down to 4D6x5 at 15 OCV against normal DCV vs 8D6, unblockable, at 12 OCV against 3 DCV too...

 

Against a tough normal (PD 8, DCV 5) and applying standard damage and average rolls...

Attack #1 will hit for all 5 shots (12 Stun a pop, 4 after defenses) for 20 STUN and cost 10 END

Attack # 2 will hit once (24 Stun, 16 after defenses) for 16 STUN (yes, repeating myself) and cost 5 END.

 

Against a reasonable super (PD 20, DCV 8) and same deal...

Attack #1 will hit 5 times again (12 Stun a pop, none after defenses) for 0 STUN and cost 10 END

Attack #2 will hit once (24 STUN, 4 after defenses) for 4 STUN and 5 END

 

Attack #2 makes more sense, but who says write-ups need to make sense?

 

Especially E84's :P

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Re: Enforcer84's Occasional HERO Content Depository

 

Well, the AF attack is her "Agent Basher" against tougher foes she needs to be moving. The other bits were pulled from the Ultimate Speedster; perhaps restrainable makes more sense than "Must be moving" but, again, it's mostly for sfx purposes.

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Re: Enforcer84's Occasional HERO Content Depository

 

Well' date=' the AF attack is her "Agent Basher" against tougher foes she needs to be moving. The other bits were pulled from the Ultimate Speedster; perhaps restrainable makes more sense than "Must be moving" but, again, it's mostly for sfx purposes.[/quote']

Oh sure play all neutral and stuff! ;)

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Late. Unfinished. Tomorrow.

 

Azairel the Summer Storm

Val Char Cost Roll Notes

15 STR -3 12- Lift 200.0kg; 3d6

27 DEX -6 14- OCV: 9/DCV: 9

30 CON -4 15-

14 BODY -2 12-

18 INT 3 13- PER Roll 13-/14-

16 EGO -2 12- ECV: 5

20 PRE -3 13- PRE Attack: 4d6

18 COM -1 13-

 

8/17 PD 0 Total: 8/17 PD (0/9 rPD)

10/19 ED 0 Total: 10/19 ED (0/9 rED)

6 SPD 3 Phases: 2, 4, 6, 8, 10, 12

19 REC 0

110 END 0

37 STUN 0 Total Characteristic Cost: -17

 

Movement:

Running: 10"/40"

Flight: 10"/20"

Leaping: 6"/12"

Swimming: 2"/4"

 

 

Cost Powers END

33 Blade Arts: Multipower, 75-point reserve, (75 Active Points); Only In Heroic Identity (-1/4); all slots OIF (Blade of Opporotunity; -1/2), Gestures (-1/4), Incantations (-1/4)

3u 1) Blade Wave: Killing Attack - Hand-To-Hand 3d6-1 (3d6 w/STR), Area Of Effect Nonselective (16" Line; +3/4) (70 Active Points); OIF (Blade of Opporotunity; -1/2), Gestures (-1/4), Incantations (-1/4) 7

Notes: A beam of eldritch power issues forth from the blade of the sword.

2u 2) Maelstrom Blast: Energy Blast 15d6 (75 Active Points); Increased Endurance Cost (x3 END; -1), Concentration (0 DCV; -1/2), Gestures (Requires both hands; -1/2), OIF (Requires Both Swords; -1/2), Beam (-1/4), Incantations (-1/4) 21

Notes: Creates a Blast of Sonic (Thunder) and Electical (Lightning) energies.

2u 3) Wasp Swarm Strike: Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) (45 Active Points); OIF (Blade of Opporotunity; -1/2), Gestures (-1/4), Incantations (-1/4) 1

 

8 Night Elf Magics: Elemental Control, 20-point powers, (10 Active Points); all slots Only In Heroic Identity (-1/4)

8 1) Cloak of Darkness: Darkness to Sight and Mystic Groups 2" radius, Personal Immunity (+1/4) (31 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), Incantations (-1/4), Gestures (-1/4), Only In Heroic Identity (-1/4) [3 cc]

4 2) Levitation: Flight 10" (20 Active Points); Levitation (-1/2), Gestures (-1/4), Incantations (-1/4), 8 Continuing Charges lasting 1 Extra Phase each (-1/4), Only In Heroic Identity (-1/4) [8 cc]

 

Arcane Arsenal

35 1) Autumn's Cry: (Total: 90 Active Cost, 35 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (35 Active Points); OAF Durable (-1), No Knockback (-1/4) (Real Cost: 15) plus +2 with OCV (10 Active Points); OAF Durable (-1) (Real Cost: 5) plus Killing Attack - Ranged 2d6 (standard effect: 6 BODY, 12 STUN), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF Durable (-1), No Range (-1/2), No Knockback (-1/4), Linked (Blade; -1/4) (Real Cost: 15) 1

Notes: One of Twin Rapiers. Made of gold metal with metallic red inlays depicting Autumn leaves. Red leather grip, gold hilt with elegantly sculpted guard. Fire Opal in Pommel.

16 2) Belt of Stamina: +10 CON (20 Active Points); IIF (-1/4)

12 3) Bladed Cape: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); IAF (-1/2), Limited Range (2"; -1/4)

73 4) Dark Crystal Robe: (Total: 109 Active Cost, 73 Real Cost) Armor (9 PD/9 ED), Hardened (+1/4); OIF (-1/2) (Real Cost: 23) plus Invisibility to Hearing Group , No Fringe, Reduced Endurance (0 END; +1/2); OIF (-1/2) (Real Cost: 20) plus +10 REC (20 Active Points); OIF (-1/2) (Real Cost: 13) plus +50 END (25 Active Points); OIF (-1/2) (Real Cost: 17)

14 5) Ring of Soul's Bastion: Mental Defense (20 points total) (17 Active Points); IIF (-1/4)

24 6) Specter's Caress: Affects Desolidified Any form of Desolidification (+1/2) for up to 40 Active Points of STR, Reduced Endurance (0 END; +1/2) (30 Active Points); IIF (Magificently crafted white gloves with gold accents and designs; -1/4)

10 7) Spider Queen's Boots: Clinging (20 STR) (12 Active Points); IIF (Black boots with golden web designs; -1/4)

35 8) Spring's Torrent: (Total: 90 Active Cost, 35 Real Cost) Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (35 Active Points); OAF Durable (-1), No Knockback (-1/4) (Real Cost: 15) plus +2 with OCV (10 Active Points); OAF Durable (-1) (Real Cost: 5) plus Killing Attack - Ranged 2d6 (standard effect: 6 BODY, 12 STUN), Reduced Endurance (0 END; +1/2) (45 Active Points); OAF Durable (-1), No Range (-1/2), No Knockback (-1/4), Linked (Blade; -1/4) (Real Cost: 15) 1

Notes: One of Twin Rapiers. Made of silver metal with metallic green inlays depicting flowering plants. Green leather grip, gold hilt with elegantly sculpted guard. Emerald in pommel.

 

Azairel's Form, all slots Only In Heroic Identity (-1/4)

4 1) Azairel's Cunning: +5 INT (5 Active Points); Only In Heroic Identity (-1/4)

19 2) Azairel's Fortitude: +12 CON (24 Active Points); Only In Heroic Identity (-1/4)

4 3) Azairel's Glamour: +10 COM (5 Active Points); Only In Heroic Identity (-1/4)

46 4) Azairel's Grace: +19 DEX (57 Active Points); Only In Heroic Identity (-1/4)

16 5) Azairel's Grace: +2 SPD (20 Active Points); Only In Heroic Identity (-1/4)

8 6) Azairel's Lifeforce: +5 BODY (10 Active Points); Only In Heroic Identity (-1/4)

10 7) Azairel's Mein: +13 PRE (13 Active Points); Only In Heroic Identity (-1/4)

6 8) Azairel's Might: +8 STR (8 Active Points); Only In Heroic Identity (-1/4) 1

3 9) Azairel's Toughness: +4 ED (4 Active Points); Only In Heroic Identity (-1/4)

4 10) Azairel's Toughness: +5 PD (5 Active Points); Only In Heroic Identity (-1/4)

11 11) Azairel's Will: +7 EGO (14 Active Points); Only In Heroic Identity (-1/4)

2 12) Night Elf Vision: +1 PER with Sight Group; Only In Heroic Identity (-1/4)

4 13) Night Elf Vision: Infrared Perception (Sight Group) (5 Active Points); Only In Heroic Identity (-1/4)

4 14) Night Elf Vision: Nightvision (5 Active Points); Only In Heroic Identity (-1/4)

3 15) Night Elf's Lifespan: Life Support (Longevity: 1600 Years) (4 Active Points); Only In Heroic Identity (-1/4)

6 16) Supreme Acrobat: Leaping +3" (6" forward, 3" upward) (Accurate) (8 Active Points); Only In Heroic Identity (-1/4) 1

4 17) Underdark Denizen: LS (Expanded Breathing: Thin Air) (5 Active Points); Only In Heroic Identity (-1/4)

15 18) Running +5" (10" total), x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (21 Active Points); Only In Heroic Identity (-1/4) 1

 

Night Elf War Arts , Only in Heroic Identity

Maneuver OCV DCV Notes

8 +2 HTH Damage Class(es)

5 Concentrated Parry +1 +3 Block, Abort

4 Disarm -1 +1 Disarm; 35 STR to Disarm

4 Dodge -- +5 Dodge, Affects All Attacks, Abort

5 Kick/Lunge -2 +1 9d6 Strike

5 Leaping Kick/Fierce Lunge +1 -2 9d6 Strike

3 Legsweep +2 -1 6d6 Strike, Target Falls

4 Punch/Elbow/Thrust +0 +2 7d6 Strike

4 Return Strike +2 +2 7d6 Strike, Must Follow Block

5 Serpent's Path +0 +0 Grab Weapon, 30 STR to take weapon away; Target Falls

5 Testing Strike +1 +3 5d6 Strike

0 Weapon Element: Blades

1 Weapon Element: Empty Hand

 

Perks

15 Pendurgas (Spirit Wolf): Add one Follower of 75 Base Points

3 Well-Connected

1 1) Contact: Allison Jones, RN (Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (2 Active Points) 8-

1 2) Contact: Tanya Lester, DMV records clerk (Contact limited by identity) 11-

1 3) Contact: Yvonne Rogett, local socialite (Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (2 Active Points) 8-

3 4) Contacts: Chelsea Wilcox, Programmer (Very Good relationship with Contact) (4 Active Points) 11-

1 5) Contacts: Irene DeBreaux, Bookstore Owner (Contact limited by identity, Good relationship with Contact) (2 Active Points) 11-

 

Talents

Night Elf Paragon, all slots Only In Heroic Identity (-1/4)

6 1) Humanoid Hunter: Deadly Blow: +1d6 (versus Humanoids) (7 Active Points); Only In Heroic Identity (-1/4)

8 2) Night Elf Grace: Lightning Reflexes: +7 DEX to act first with All Actions (11 Active Points); Only In Heroic Identity (-1/4)

5 3) Battle Adept: Combat Luck (3 PD/3 ED) (6 Active Points); Only In Heroic Identity (-1/4)

2 4) Trackless Stride: Trackless Stride; Only In Heroic Identity (-1/4)

2 5) Night Elf Alertness: Lightsleep (3 Active Points); Only In Heroic Identity (-1/4)

 

Skills

Night Elf Ranger, all slots Only In Heroic Identity (-1/4)

19 1) +4 with HTH and Ranged Combat (24 Active Points); Only In Heroic Identity (-1/4)

7 2) Dark Elven Animal Empathy: Animal Handler (Insects & Anthropods, Reptiles & Amphibians) 16- (9 Active Points); Only In Heroic Identity (-1/4)

2 3) AK: The Cavern of Endless Night; Only In Heroic Identity (-1/4) 11-

2 4) AK: Underzonzienden (Lower Quarter); Only In Heroic Identity (-1/4) 11-

2 5) Acrobatics 14- (3 Active Points); Only In Heroic Identity (-1/4)

2 6) Breakfall 14- (3 Active Points); Only In Heroic Identity (-1/4)

2 7) Bribery 13- (3 Active Points); Only In Heroic Identity (-1/4)

2 8) CK: Underzonzienden; Only In Heroic Identity (-1/4) 11-

4 9) Climbing 15- (5 Active Points); Only In Heroic Identity (-1/4)

2 10) Concealment 13- (3 Active Points); Only In Heroic Identity (-1/4)

2 11) Contortionist 14- (3 Active Points); Only In Heroic Identity (-1/4)

2 12) Defense Maneuver I (3 Active Points); Only In Heroic Identity (-1/4)

2 13) Fast Draw 14- (3 Active Points); Only In Heroic Identity (-1/4)

2 14) Feint 14- (3 Active Points); Only In Heroic Identity (-1/4)

0 15) Language: Elven (idiomatic) (4 Active Points); Only In Heroic Identity (-1/4)

2 16) Language: Undercommon (Sign Language) (completely fluent) (3 Active Points); Only In Heroic Identity (-1/4)

2 17) Lockpicking 14- (3 Active Points); Only In Heroic Identity (-1/4)

2 18) Paramedics (Healing) 13- (3 Active Points); Only In Heroic Identity (-1/4)

2 19) Persuasion 13- (3 Active Points); Only In Heroic Identity (-1/4)

2 20) Riding 14- (3 Active Points); Only In Heroic Identity (-1/4)

2 21) Security Systems 13- (3 Active Points); Only In Heroic Identity (-1/4)

2 22) Seduction 13- (3 Active Points); Only In Heroic Identity (-1/4)

2 23) Sleight Of Hand 14- (3 Active Points); Only In Heroic Identity (-1/4)

4 24) Stealth 15- (5 Active Points); Only In Heroic Identity (-1/4)

2 25) Streetwise 13- (3 Active Points); Only In Heroic Identity (-1/4)

6 26) Survival (Temperate/Subtropical, Mountain, Underground) 14- (8 Active Points); Only In Heroic Identity (-1/4)

6 27) Tracking 15- (7 Active Points); Only In Heroic Identity (-1/4)

5 28) WF: Common Melee Weapons, Common Missile Weapons, Chain & Rope Weapons, Garrote (6 Active Points); Only In Heroic Identity (-1/4)

 

3 Scholar

1 1) KS: Arcane And Occult Lore (2 Active Points) 11-

2 2) KS: Computer Databases (3 Active Points) 13-

2 3) KS: Computer Hacking (3 Active Points) 13-

2 4) KS: Computer Interfaces (3 Active Points) 13-

2 5) KS: Computer Network Administration (3 Active Points) 13-

2 6) KS: Computer Networking (3 Active Points) 13-

2 7) KS: Computer Security (3 Active Points) 13-

2 8) KS: Computer Viruses (3 Active Points) 13-

2 9) KS: Fantasy Novels/Movies/Games/Media (3 Active Points) 13-

1 10) KS: Flora And Fauna (2 Active Points) 11-

2 11) KS: MMORPGs (3 Active Points) 13-

4 12) KS: Monstrous Beasts (5 Active Points) 15-

2 13) KS: RPGs (3 Active Points) 13-

1 14) KS: The Superhuman World (2 Active Points) 11-

 

Secret Identity Skills

3 1) Computer Programming 13-

3 2) Electronics 13-

1 3) Language: Basic (basic conversation)

1 4) Language: C (basic conversation)

1 5) Language: COBOL (basic conversation)

1 6) Language: PASCAL (basic conversation)

3 7) Mechanics 13-

 

Total Powers & Skill Cost: 683

Total Cost: 666

 

200+ Disadvantages

20 Dependent NPC: Evelyn Baker (Grandmother) 8- (Incompetent; Unaware of character's adventuring career/Secret ID)

10 Distinctive Features: Elegantly handsome Elven featured man with polished jet skin, silver hair, red eyes. (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Hunted: Falchion (Sword Wielding Supermercenary) 8- (As Pow, Harshly Punish)

20 Hunted: Order of the Black Rose 8- (Mo Pow, NCI, Harshly Punish)

10 Hunted: The Harlequin Prince (Cosmic Crazy) 8- (Mo Pow, PC has a Public ID or is otherwise very easy to find, Watching)

20 Psychological Limitation: Code of the Badass (Very Common, Strong)

Notes: The Code of the Badass

1. Never show fear

2. Fight your foes Straight Up.

3. Give attention to the ladies.

4. Talk the Talk, Walk the Walk. If you can't back it up, don't say it.

5. Whining is for Losers.

10 Psychological Limitation: Disdain for "Normal Life" (Common, Moderate)

15 Psychological Limitation: Loves Combat (Very Common, Moderate)

10 Psychological Limitation: Self conscious and anxious in his true form. (Common, Moderate)

5 Rivalry: Professional (Auric Sunwalker; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Social Limitation: Secret Identity (Frequently, Major)

10 Vulnerability: 1 1/2 x Effect from Sight Group Flashes based on bright light (Common)

311 Experience Points

 

Total Disadvantage Points: 666

 

 

 

Background/History: James "Jimmy" Carlisle has long been accused of living in a fantasy world. Short, pudgy, and insecure, he's spent most of his life reading, playing video games, and learning to use computers. Sure he was a stereotypical nerd, but he wasn't looked down on; Jimmy had been quite popular in school. He'd been in track and had a lot of friends. But then his parents died on a family vacation and he had to endure a number of painful surgeries that he never really recovered from. His friends and classmates couldn't comfort him as he pulled further and further into himself. He moved in with his grandmother and attended the local community college.

 

It was there that he found online gaming. It was easier to pretend to be someone else, and even easier to interact with others over the internet. He played many online RPGs, as well as play by email, and chat based games. Over the years, he developed a fondness for a cool, suave character he'd basically cribbed from a popular fantasy series and altered to fit his needs. Sure, he took some ribbing for his "rip-off" character, but he was hardly the first person to do it. He developed some friendships with his fellow gamers and a group of them often hopped from game to game together, always forming teams, guilds, clans, or what ever group structure a particular game used. Jimmy generally ported Azairel the Summer Storm from game to game. A year ago, he and his friends started playing a popular game known as the Chronicles Neverland, a rather generic fantasy MMORPG with a lawsuit inducing name, which somehow transcended its bland premise to become a well respected and popular game.

 

For his part, Jimmy has no idea why The Harlequin Prince chose his friends and him to be sent to Neverland and then return. He doesn't care, either. He is simply happy to be able to spend time as Azairel and seek adventure and romance in the real world. For her part, his grandmother is glad Jimmy's got hobbies outside of the house.

 

Personality/Motivation: Wish fulfillment to the extreme. As Azairel, Jimmy plays the modern badass hero to the hilt, but does so fully immersed in the character he has created. Azairel is cool personified; he never gets riled or suffers emotional outbursts. He is polite, speaking only when he has something to add, and very respectful (if a bit forward) with the women he comes into contact with.

 

In his true form, he loses much of the confidence and all the cool. Jimmy tries to blend into the crowd; he doesn't like to talk and gets nervous around women. He has a few nervous ticks (running his fingers through his hair and looking away when talking to someone, walking with his head down, etc).

 

Quote: "The we will draw steel."

 

Powers/Tactics: A martial artist with twin rapiers; Azairel is built for a fantasy world where killing your foes is the norm. As such his offense is based mostly on killing attacks (and a powerful energy attack). To keep himself from becoming a wanted criminal, he makes a conscious effort to keep his rapiers in their sheaths. He fights empty handed to begin any combat, using his blades only against another weapons master or a being of obvious inorganic origin. His fighting style is based on acrobatic avoidance and quick attacks

 

Though he hasn't really noticed yet, his activities as Azairel have actually, slowly, had an effect on his true form. He's lost about 30lbs, and moves with a bit of his former grace. In time he could either assume Azairel's form permenantly, or become an amalgam, or simply have the abilites on his own.

 

Campaign Use: A second team of gamers with powers. Cause I likes them.

If you want to depower him look to the magic items or reduce his characteristics.

To go the otherway, give him more non leathal attack options, increase his magic items trove.

 

Appearance: Jimmy is 5'7'' tall and a little over 180. He's still a little pudgy and still walks with a slight hitch. He has brown hair and blue eyes, and dresses like someone who doesn't make tons of money. His hair is a curly mop atop his head.

 

Azairel, on the other hand; is sleek, carved from stone lean, with long wild silvery white hair and red eyes. He's a drow. Pick an MMORPG that have Dark Elves, find a cool armor set, that's what he looks like. The one I chose is from Lineage II. He's also suave and women seem to love him.

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Re: Enforcer84's Occasional HERO Content Depository

 

My character creation ADD is acting up again...

 

What skills/Abilities would be paramount for a member of the Vanir?

 

 

Beyond the enhanced physical attributes and resistances, I mean.

 

Lang: Old Norse (?)

KS: Asgardian Legends & Lore

AK: Asgard

Membership: The Asgardian Pantheon, Jotunheim, Aieflheim, or whatever...

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Re: Enforcer84's Occasional HERO Content Depository

 

I'm working (very occasionally) on a Superhero Deitific Entity Creation system.

There is a base template used, then a bunch of prefabs and package deals depending on the deity in question's "portfolios"(Curse you D&D!)

Slap a bunch of these together and you can rough out a pantheon of your own design in a couple of hours depending on how much you want to add.

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Re: Enforcer84's Occasional HERO Content Depository

 

I love Hero Designer.

 

Enforcer, I have a question -- how would I go about adding a customer Limitation that would always be available for when I am working on a certain game world?

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