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New poster here, Character help needed too!


Blacklamb

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Re: New poster here, Character help needed too!

 

Hey, why not? I made a villain that can create vast mental illusions, but wears a STR-enhancing powersuit "just in case".

 

That's the great thing about HERO - no arbitrary limits (just not always enough points to do it all at once)!

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Re: New poster here, Character help needed too!

 

Darksteel

Val Char Cost Roll Notes

10 STR 0 17- Lift 6400.0kg; 8d6 HTH damage [0]

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

15 CON 10 12-

10 BODY 0 18-

20 INT 10 13- PER Roll 13-

10 EGO 0 11- ECV: 3

10 PRE 0 11- PRE Attack: 2d6

10 COM 0 11-

8 PD 0 Total: 27 PD (19 rPD)

3 ED 0 Total: 16 ED (13 rED)

3 SPD 0 Phases: 4, 8, 12

11 REC 0

30 END 0

84 STUN 11 Total Characteristics Cost: 61

Movement: Running: 6"/[Noncombat]"

Leaping: 8"/[Noncombat]"

Swimming: 2"/[Noncombat]"

Cost Powers END

30 Coreguard Mk I Battle Suit: Armor (19 PD/13 ED), Hardened (+1/4), Affects Desolidified Any form of Desolidification (+1/2) (84 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Only In Heroic Identity (-1/4) 0

12 ESSCLS System Prototype: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (40 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

10 Core Strendth: +30 STR, Reduced Endurance (0 END; +1/2) (50 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2) (Modifiers affect Base Characteristic)

21 +35 BODY (70 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4)

21 Prototype Anit-Matter Reactor (suit power source): Endurance Reserve (200 END, 15 REC) Reserve: (35 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

9 Suit Sensor Suite: Multipower, 30-point reserve, (30 Active Points); all slots OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4)

1m 1) Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

1m 2) Nightvision, Discriminatory (10 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

1m 3) Ultraviolet Perception (Sight Group), Discriminatory (10 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

1m 4) N-Ray Perception (Sight Group), Discriminatory (15 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

1m 5) +5 versus Range Modifier for Sight Group and Hearing Group (15 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

1m 6) Sight Group Flash Defense (10 points) (10 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

28 Weapon Systems: Multipower, 85-point reserve, (85 Active Points); all slots OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/4), Only In Heroic Identity (-1/4)

1u 1) Jamming System: Radio Group Flash 10d6, Personal Immunity (+1/4) (37 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/4), Only In Heroic Identity (-1/4) 4

3u 2) Eye Blast: Energy Blast 11d6, Armor Piercing (+1/2) (82 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/4), Only In Heroic Identity (-1/4) 8

1u 3) Arm-mount Gattling Laser: Energy Blast 6d6, Autofire (5 shots; +1/2) (45 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/4), Only In Heroic Identity (-1/4) 4

3u 4) Palm Laser: Killing Attack - Ranged 5 1/2d6 (85 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/4), Only In Heroic Identity (-1/4) 8

2u 5) Punchs/Kicks: Hand-To-Hand Attack +10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Hand-To-Hand Attack (-1/2), Linked (Coreguard Mk I Battle Suit; -1/4), Only In Heroic Identity (-1/4) 2

2u 6) Sword: Killing Attack - Hand-To-Hand 4d6 (6 1/2d6 w/STR) (60 Active Points); OAF (-1), Linked (Coreguard Mk I Battle Suit; -1/4), Only In Heroic Identity (-1/4) 6

9 Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Tracking (30 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

4 Radio Perception/Transmission (Radio Group), Rapid: x10 (13 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

25 Gravitic Flight System: Flight 25", x4 Noncombat, Usable Underwater (+1/4), Costs END Only To Activate (+1/4) (82 Active Points); Increased Endurance Cost (x5 END; -1), Linked (Coreguard Mk I Battle Suit; -1/2), OIF (-1/2), Only In Heroic Identity (-1/4) 35

Perks

30 Advanced Tech

10 Money: Wealthy

3 Fringe Benefit: Security Clearance

Skills

7 Computer Programming 15-

11 Combat Piloting 15-

7 Systems Operation 15-

3 KS: The Superhuman World 12-

3 Analyze: Combat 13-

7 Acrobatics 14-

3 Tactics 13-

3 Teamwork 13-

12 +2 with HTH and Ranged Combat

Modern

11 1) Inventor 15-

8 2) SS: Metalurgy 15-

11 3) Armorsmith 15-

0 4) AK: Home country or region 8-

0 5) Acting 8-

0 6) Climbing 8-

0 7) Concealment 8-

0 8) Conversation 8-

3 9) Deduction 13-

10 10) Electronics (Communications Systems, Life Support Systems, Metal Detectors, Radar, Sensor Jamming Equipment) 15-

0 11) Native Language (idiomatic; Literate) (4 Active Points)

0 12) PS: Choice (Everyman Skill) 11-

0 13) Paramedics 8-

3 14) Persuasion 11-

3 15) Cryptography 13-

3 16) Stealth 13-

0 17) Shadowing 8-

1 18) TF: Small Motorized Ground Vehicles (0 Active Points)

Total Powers & Skills Cost: 339

Total Cost: 400

150+ Disadvantages

20 Normal Characteristic Maxima

15 Secret Identity: Darksteel (Frequently, Major)

5 Public Identity: Dr. Kaleb Darkhold (Occasionally, Minor)

5 Code Vs. Killing: (Uncommon, Moderate)

15 Watched By NSA: 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

10 Dependent NPC (Wife): Marie St. Pierre-Darkhold 11- (Normal; Useful Noncombat Position or Skills)

25 Dependent NPC (children): John and Samantha Darkhold (ages 8 and 6) 8- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)

10 Distinctive Features: Powered Armor Suit (only in heroic id) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Custom Adder)

10 Susceptibility: Allergic to Sunlight 1d6 damage per Minute (Common)

15 Cannot abide Injustice: (Common, Strong)

5 Susceptibility: Suit causes fatiuge during prolonged use. 2d6 damage per Hour (Very Common)

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

10 Distinctive Features: Albino (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

Total Disadvantage Points: 150

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Re: New poster here, Character help needed too!

 

Hmm...

 

Well, you've got a solid concept, and some good ideas thus far - that's 2/3 the battle taken care of right there. You've got a long list of skills, many of which are unrelated to combat, so it seems that Darksteel will be a huge asset to the team, both on and off the field.

 

That being said, it's easier to pick things apart than build them in the first place, so on to the hard part (eep)...

Things that I might potentially see as problems if I was your GM:

 

 

The OIF (extremely difficult to obtain new focus) thing on nearly all your powers feels like it might be a little much. Granted, it's perfectly legal, it just means that sooner or later, you're going to have that armour destroyed or stolen, and have to go without it for a long time, or sell your soul to get another suit - which will be a huge pain... Also, in conjunction with the "linked" lim on all of them, it feels a little like double-dipping - but that's just an instinctive opinion as opposed to saying "it's wrong!". This is definitely a subject to discuss with the GM and the other players - as-is, you're getting over double the powers Blacklamb's (and presumably most of the other characters) are!

 

If, on the other hand, your GM never brings up the issue of having the armour taken away, then it isn't really a limitation!

 

That nasty disad about taking damage from the suit is a bit of a mitigating factor, but it might get to be pretty irritating pretty quick - at least it's cheap enough that you could buy it off pretty quick if it was too much of a pain. (For the record, it's unique and imaginative, as well as possibly being fairly realistic - but 2d6 an hour, esp. with BODY damage means you will not be able to take long stretches in the suit, and will have to spend long periods outside of it getting better.)

 

(Not intended as a harsh critique, just wanted to give you food for thought. This may be a knee-jerk reaction on my part, since I'm used to seeng most "official" power-armour types get written up with just "OIF" or "OIHID" on their armour-based powers.)

 

Also, though I'm working off of memory here, I think you're giving too much of a limitation for "Linked" at -1/2. I'm assuming Darksteel is going to be wearing the armour pretty much all the time in crimefighting mode, and I think "Linked" is worth a little less (only -1/4) when the power linked to is "on" or in use most of the time.

 

Your punches + kicks HA slot, when combined with your STR, will exceed the 85 active point cap of your campaign - the base STR, armour bonus STR, and HA damage all stack in that regard for that calculation. You'll do 18d6 damage with a punch (and 1/2 END to boot) - you'd have to reduce the HA damage pretty significantly (to a maximum of 5 1/2 d6, which would stack with 5 1/2 d6 dmg from STR - see earlier in the thread for some details on stacking advantaged HA damage and STR), or reduce the damage by just 1d6 and drop the 1/2 END. Ask about this if it's still fuzzy - stacking damage from HAs, advantaged HAs, STR, and martial maneuvers is pretty complex, as I've recently discovered.

 

 

You could probably save some points by buying some skill levels with related skills, instead of all those bonuses to individual skills. eg. "+X to Electronics, Inventor, and Systems Operation" (those were just pulled out of a hat, so don't think of those skills as the only possible combination), or "+X to all Intellect skills". If I'm reading the sheet right, you overpaid for your Electronics skill by 3 points - it's just one skill, you shouldn't have to break it up like that into separate specialties, like in GURPS. Ditto for Combat Piloting and Acrobatics cost-wise - either you paid too much, or the roll's too low.

 

Be advised that your character will be vey susceptible to mental attacks and PRE attacks - if you knew that already, cool - just thought you should be aware! Extra PRE, OIHID is a cheap investment.

 

 

I think, for the time being, that your character is beyond my ability to comment on further without the proper resources at hand. Perhaps someone with better HERO-fu can step in for the moment...

 

I sincerely hope I haven't come across as overly negative thus far. Please, feel free to disagree with anything I've said - I don't claim to know everything!

 

If this is your first HERO character, you've done better than most!

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Re: New poster here, Character help needed too!

 

Believe it or not, I'm the GM. I've been lurking and haven't been advising as yet as I am new and old to this system. I've played it back when Champions was the main book. Unfortunately, I haven't played it enough, but I do have a small amount of expierence with the system.

 

One thing I do see on both characters is a lot of linked items. I was under the impression that linking was supposed to group two different powers to create a unique effect (such as holy fire - EB with a linked visual flash). I was under the impression that, for example, HtH shouldn't be linked to a strength increase as you already add that to the damage as part of the "power". If you wanted to show that both are tied to the chains, then that would be the Sfx or you could take restrainable for the chains if they could be tied up or otherwise immobilized. While the points savings would be the same, it would be cleaner and seem appropriate (if they could be restrained).

 

The focus for the power suit would be the heroic identity. You wouldn't get points for both, would you? (see Defender in the Champions book). Also, would the powers be linked to the suit? Sample vehicles, bases and characters don't have this listed. One other thing, isn't by having the armor Very Difficult to Obtain, doesn't that make it expendable? I thought that was for spell components or charges that were hard to replace.

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Re: New poster here, Character help needed too!

 

Spidey I jsut used the default points values from HDv3 for the skills. I will have to break out the book and double check the values listed in it vs. what HDv3 had me pay for them just to make sure. As for your other concerns I have made a few changes and also directed our GM to this thread so he can look my character over and ask for advice. That said here is the slightly refurbished Darksteel.

 

Darksteel

Val Char Cost Roll Notes

10 STR 0 17- Lift 6400.0kg; 8d6 HTH damage [0]

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

15 CON 10 12-

10 BODY 0 18-

20 INT 10 13- PER Roll 13-

10 EGO 0 11- ECV: 3

10 PRE 0 11- PRE Attack: 2d6

10 COM 0 11-

8 PD 0 Total: 27 PD (19 rPD)

3 ED 0 Total: 16 ED (13 rED)

3 SPD 0 Phases: 4, 8, 12

11 REC 0

30 END 0

49 STUN 11 Total Characteristics Cost: 61

Movement: Running: 6"/[Noncombat]"

Leaping: 8"/[Noncombat]"

Swimming: 2"/[Noncombat]"

Cost Powers END

30 Coreguard Mk I Battle Suit: Armor (19 PD/13 ED), Hardened (+1/4), Affects Desolidified Any form of Desolidification (+1/2) (84 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Only In Heroic Identity (-1/4) 0

12 ESSCLS System Prototype: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (40 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

10 Core Strendth: +30 STR, Reduced Endurance (0 END; +1/2) (50 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2) (Modifiers affect Base Characteristic)

19 +35 BODY (70 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), No Figured Characteristics (-1/2), Only In Heroic Identity (-1/4)

21 Prototype Anit-Matter Reactor (suit power source): Endurance Reserve (200 END, 15 REC) Reserve: (35 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

9 Suit Sensor Suite: Multipower, 30-point reserve, (30 Active Points); all slots OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4)

1m 1) Infrared Perception (Sight Group), Discriminatory (10 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

1m 2) Nightvision, Discriminatory (10 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

1m 3) Ultraviolet Perception (Sight Group), Discriminatory (10 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

1m 4) N-Ray Perception (Sight Group), Discriminatory (15 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

1m 5) +5 versus Range Modifier for Sight Group and Hearing Group (15 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

1m 6) Sight Group Flash Defense (10 points) (10 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

25 Weapon Systems: Multipower, 82-point reserve, (82 Active Points); all slots OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4)

1u 1) Jamming System: Radio Group Flash 10d6, Personal Immunity (+1/4) (37 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 4

2u 2) Eye Blast: Energy Blast 11d6, Armor Piercing (+1/2) (82 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 8

1u 3) Arm-mount Gattling Laser: Energy Blast 6d6, Autofire (5 shots; +1/2) (45 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 4

2u 4) Palm Laser: Killing Attack - Ranged 5d6 (75 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 7

1u 5) Punchs/Kicks: Hand-To-Hand Attack +5 1/2d6, Reduced Endurance (1/2 END; +1/4) (35 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Hand-To-Hand Attack (-1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 1

2u 6) Sword: Killing Attack - Hand-To-Hand 4d6 (6 1/2d6 w/STR) (60 Active Points); OAF (-1), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 6

9 Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Tracking (30 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

4 Radio Perception/Transmission (Radio Group), Rapid: x10 (13 Active Points); OIF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -1 1/2), Linked (Coreguard Mk I Battle Suit; -1/2), Only In Heroic Identity (-1/4) 0

25 Gravitic Flight System: Flight 25", x4 Noncombat, Usable Underwater (+1/4), Costs END Only To Activate (+1/4) (82 Active Points); Increased Endurance Cost (x5 END; -1), Linked (Coreguard Mk I Battle Suit; -1/2), OIF (-1/2), Only In Heroic Identity (-1/4) 35

Perks

30 Advanced Tech

10 Money: Wealthy

3 Fringe Benefit: Security Clearance

Skills

7 Computer Programming 15-

11 Combat Piloting 15-

9 Systems Operation 16-

3 KS: The Superhuman World 12-

3 Analyze: Combat 13-

7 Acrobatics 14-

3 Tactics 13-

3 Teamwork 13-

12 +2 with HTH and Ranged Combat

Modern

11 1) Inventor 15-

8 2) SS: Metalurgy 15-

11 3) Armorsmith 15-

0 4) AK: Home country or region 8-

0 5) Acting 8-

0 6) Climbing 8-

0 7) Concealment 8-

0 8) Conversation 8-

3 9) Deduction 13-

10 10) Electronics (Communications Systems, Life Support Systems, Metal Detectors, Radar, Sensor Jamming Equipment) 15-

0 11) Native Language (idiomatic; Literate) (4 Active Points)

0 12) PS: Choice (Everyman Skill) 11-

0 13) Paramedics 8-

3 14) Persuasion 11-

3 15) Cryptography 13-

3 16) Stealth 13-

0 17) Shadowing 8-

1 18) TF: Small Motorized Ground Vehicles (0 Active Points)

Total Powers & Skills Cost: 333

Total Cost: 394

150+ Disadvantages

20 Normal Characteristic Maxima

15 Secret Identity: Darksteel (Frequently, Major)

5 Public Identity: Dr. Kaleb Darkhold (Occasionally, Minor)

10 Code Vs. Killing: (Common, Moderate)

15 Watched By NSA: NSA is watching Dr. Darkhold not Darksteel 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

10 Dependent NPC (Wife): Marie St. Pierre-Darkhold 11- (Normal; Useful Noncombat Position or Skills)

25 Dependent NPC (children): John and Samantha Darkhold (ages 8 and 6) 8- (Incompetent; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs)

5 Distinctive Features: Powered Armor Suit (only in heroic id) (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Custom Adder)

10 Susceptibility: Allergic to Bright Lights (Polyphoria) 1d6 damage per Minute (Common)

15 Cannot abide Injustice: (Common, Strong)

5 Susceptibility: Suit causes fatiuge during prolonged use. 3d6 damage per 6 Hours (Very Common)

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

10 Distinctive Features: Albino (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

Total Disadvantage Points: 150

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Re: New poster here, Character help needed too!

 

Rynak Whitestar:

 

 

I think we may be on the same page in terms of thinking that a) the "linked" on all these powers is perhaps not the right usage, and B) that taking OIF and OIHID is perhaps double-dipping, esp. combined with the Linked.

 

Linked seems to be a lim that incites a lot of discussion here, as it's a little ambiguous. It's a fuzzy issue to me at the moment. Again, assuming I remember the book correctly, even if you do allow it, -1/2 is probably too much for this type of linked anyway, assuming Darksteel is using the armour most of the time (and he should, considering he has no powers whatsoever without it!)

 

As for the "Very difficult to obtain" lim, that doesn't necessarily imply that the focus is expendable (again, AFAIK without my book), just that if the Focus does get bady damaged/stolen, it's nearly impossible to replace! For example, think Green Lantern, if he had no connection to the Green Lantern Corps. Some alien crashlands in the field, and gee whiz! Look at this funky magic ring he gave me. The next year, GL's ring slips off while he's fighting a hurricane in the mid-pacific. Assuming he doesn't drown, he's got to either a) suck up to Aquaman and get him to pass the word along when some hermit crab stumbles across it, or B) hope another alien crashlands in his hometown. Basically, he'd be absolutely screwed until the DC GM decided to give him a break. In this case, the armour could be built off the remains of that same alien spacecraft out of some unknown metal, be the product of a once-in-a-lifetime stroke of genius that's nearly impossible to reproduce, etc.

 

So, AFAIK, it's book-legal (help me out here, guys!), but will proably lead to no good later on. Maybe much later, but sometime. If it doesn't, then he's getting a limitation that isn't a limitation - if it does, well, he's out of a superhero career for the forseeable future.

 

 

Since you've got the Champions genre book, then that helps a little. Defender provides a good template to work off of. That being said, in my opinion, the published characters for the Champions Universe are written up in a fashion that is as non-controversial as possible, so you could use them in a game by the most uptight GM imaginable, and also avoid the temptation in players to saddle themselves with every lim possible to squeeze out that extra point. I think the primary reason you don't see builds with the "Difficult to replace focus" shtick is that it creates a situation that lets the character with those foci have the potential for way more power than normal, or way less power than normal, at the whim of something like a single determined thief.

 

I don't feel confident enough to say one way or the other what to do with this lim, but my opinion if it were my own game: it's best left for a villain's one-shot maguffin. Sooner or later, it'll bite you in the backside. HARD.

 

TheSneakySmalls: if Rynak Whitestar gives you the OK on those lims; be sure you're cool with the thought of Darksteel losing his armour for an extended period of time, relieved pretty much at Rynak's whim, with no substitutes save what you can buy with saved character points. It sounds really harsh - but that's what that limitation entails (in my mind anyway).

 

Incidentally, that program seems to keep gypping you on the points in your skills. Sounds like you're keeping tabs on that, though.

 

Oh - and good plan to change that disad to fatigue only. It'll keep Darksteel out of the hospital after a night on patrol, at least!

 

 

Maybe you should post Darksteel on his own thread? It might generate a little more responses from the rest of HEROdom, and there's plenty of folks who could HERO-fu me into the ground (and resolve some of the things I'm struggling with a bit)...

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