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Shadow Soul


Terenac

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Hello all! I get into the Hero System about a year ago and have finally reached that point that I'm ready to start trying to build characters myself. I picked up Hero Designer recently to aid in my attempts and have recently hit on an idea that I liked enough to make it my first genuine attempt at building a character from scratch.

 

I am going to be a player in Manic Typist's Secret Wars campaign starting in the Spring so I designed this character to try and fit into that kind of setting. Not my planned character but I thought it would be nice to have something in reserve in case I end up needing it.

 

Since this is my first attempt at making a character myself I'm hoping to here the what thoughts those with greater experience might have on the character build. One thing I was specifically curious about was the dispel. It is intended to shut down lights that would normally be used to light a building and flashlights, but I wasn't really sure just how many dice would be appropriate to get this effect consistently. Sorry if I'm rambling....public speaking makes me just a bit nervous. :help:

 

Oh I've also added a sort of scene I wrote for the character to give a bit better idea of the personality.

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Re: Shadow Soul

 

[b]Kent Jackson - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
13    STR     3   13      12-       HTH Damage 2 1/2d6  END [3]
12    DEX     6   12      11-       OCV 4 DCV 4
10    CON     0   10      11-
12    BODY    4   12      11-
13    INT     3   13      12-       PER Roll 12-
10    EGO     0   10      11-       ECV: 3
22    PRE     2   22      13-       PRE Attack: 4d6
10    COM     0   10      11-
3    PD      0   3             3 PD (0 rPD)
2    ED      0   2             2 ED (0 rED)
3    SPD     8   3                 Phases:  4, 8, 12
5    REC     0   5
20    END     0   20
24    STUN    0   24
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   2 1/2"                2 1/2" forward, 1" upward

[b]CHA Cost: 26[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
5     [b][i]Haunting Presence[/i][/b]: +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Only against people who can't see him; -1) - END=
10     [b][i]Are you afraid of the dark?[/i][/b]: Dispel Electric Lights 1d6 (standard effect: 3 points), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Line Of Sight (+1/2), Area Of Effect (4" Radius; +1 1/2) (10 Active Points) [Notes: Intended for normal building lights and things like flashlights.] - END=1
5     [b][i]Phantom Whispers[/i][/b]: Hearing Group Images 1" radius - END=1
5     [b][i]Look like you've seen a ghost...[/i][/b]: Sight Group Images 1" radius (10 Active Points); Limited Power Power loses about half of its effectiveness (Only to create ghostly versions of himself; -1) - END=1
5     [b][i]Shadows conceal nothing[/i][/b]: Nightvision - END=0
35     [b][i]The Watchers Listen[/i][/b]: Mind Link , Specific Group of Minds, Number of Minds (x16), Psychic Bond - END=0

[b]POWERS Cost: 65[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Everyman
0      1)  Climbing 8-
0      2)  Language:  English (completely fluent; literate) (4 Active Points)
0      3)  Paramedics 8-
0      4)  TF:  Everyman, Small Motorized Ground Vehicles
0      5)  AK: Hudson City 8-

     Walk in Shadows
8      1)  Stealth (Everyman Discount) 14-
6      2)  Shadowing (Everyman Discount) 14-
3      3)  Security Systems 12-

     College Trained, Field Tested
20      1)  +4 with Career Skills
2      2)  Deduction (Everyman Discount) 12-
3      3)  KS: Psychology 12-
3      4)  KS: Criminal Psychology 12-
3      5)  Criminology 12-

     Truth Really is Stranger Than Fiction
15      1)  +3 with Occult Skills
3      2)  Language:  Latin (fluent conversation; literate)
3      3)  KS: Occult 12-
3      4)  KS: American Cults 12-
3      5)  Acting 13-

2      WF:  Blades, Handguns

[b]SKILLS Cost: 77[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
18      Follower [Notes: The watcher is a spirit that possesses a normal cat and stays with the character]
23      Follower [Notes: As above except crows]

[b]PERKS Cost: 41[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
0     Normal Characteristic Maxima
0     Distinctive Features:  Unsettling Aura (Easily Concealed; Noticed and Recognizable; Detectable By Virtually Everyone; Custom Adder) [Notes: I like the idea of the guy being just generally creepy to anyone who encounters him, even if they aren't able to articulate why. Of course this is probably minor enough to not warrant an actual disadvantage points so there is a custom adder to reduce it to 0.]
10     Distinctive Features:  Eyes have no white part (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10     Physical Limitation:  Photosensitivity: Discomfort/Pain in bright light (Frequently; Slightly Impairing)
10     Susceptibility:  Exposed to very bright light 1d6 damage per Minute (Common) [Notes: Ideally this should apply to things like noonday summer sun or spotlights, not just being outside.]
10     Vulnerability:  2 x Effect Light based attacks (e.g. flashbangs, etc.) (Uncommon)

[b]DISADVANTAGES Points: 40[/b]

Base Pts: 125
Exp Required: 44
Total Exp Available: 10
Exp Unspent: 0
Total Character Cost: 209



 

You need a good export format.

(like this.) :thumbup:

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Re: Shadow Soul

 

[b]Kent Jackson - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
13    STR     3   13      12-       HTH Damage 2 1/2d6  END [3]
12    DEX     6   12      11-       OCV 4 DCV 4
10    CON     0   10      11-
12    BODY    4   12      11-
13    INT     3   13      12-       PER Roll 12-
10    EGO     0   10      11-       ECV: 3
22    PRE     2   22      13-       PRE Attack: 4d6
10    COM     0   10      11-
3    PD      0   3             3 PD (0 rPD)
2    ED      0   2             2 ED (0 rED)
3    SPD     8   3                 Phases:  4, 8, 12
5    REC     0   5
20    END     0   20
24    STUN    0   24
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   2 1/2"                2 1/2" forward, 1" upward

[b]CHA Cost: 26[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
5     [b][i]Haunting Presence[/i][/b]: +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (Only against people who can't see him; -1) - END=
10     [b][i]Are you afraid of the dark?[/i][/b]: Dispel Electric Lights 1d6 (standard effect: 3 points), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Line Of Sight (+1/2), Area Of Effect (4" Radius; +1 1/2) (10 Active Points) [Notes: Intended for normal building lights and things like flashlights.] - END=1
5     [b][i]Phantom Whispers[/i][/b]: Hearing Group Images 1" radius - END=1
5     [b][i]Look like you've seen a ghost...[/i][/b]: Sight Group Images 1" radius (10 Active Points); Limited Power Power loses about half of its effectiveness (Only to create ghostly versions of himself; -1) - END=1
5     [b][i]Shadows conceal nothing[/i][/b]: Nightvision - END=0
35     [b][i]The Watchers Listen[/i][/b]: Mind Link , Specific Group of Minds, Number of Minds (x16), Psychic Bond - END=0

[b]POWERS Cost: 65[/b]


[b][u]Cost[/u]   [u]SKILLS[/u][/b]
     Everyman
0      1)  Climbing 8-
0      2)  Language:  English (completely fluent; literate) (4 Active Points)
0      3)  Paramedics 8-
0      4)  TF:  Everyman, Small Motorized Ground Vehicles
0      5)  AK: Hudson City 8-

     Walk in Shadows
8      1)  Stealth (Everyman Discount) 14-
6      2)  Shadowing (Everyman Discount) 14-
3      3)  Security Systems 12-

     College Trained, Field Tested
20      1)  +4 with Career Skills
2      2)  Deduction (Everyman Discount) 12-
3      3)  KS: Psychology 12-
3      4)  KS: Criminal Psychology 12-
3      5)  Criminology 12-

     Truth Really is Stranger Than Fiction
15      1)  +3 with Occult Skills
3      2)  Language:  Latin (fluent conversation; literate)
3      3)  KS: Occult 12-
3      4)  KS: American Cults 12-
3      5)  Acting 13-

2      WF:  Blades, Handguns

[b]SKILLS Cost: 77[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
18      Follower [Notes: The watcher is a spirit that possesses a normal cat and stays with the character]
23      Follower [Notes: As above except crows]

[b]PERKS Cost: 41[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
0     Normal Characteristic Maxima
0     Distinctive Features:  Unsettling Aura (Easily Concealed; Noticed and Recognizable; Detectable By Virtually Everyone; Custom Adder) [Notes: I like the idea of the guy being just generally creepy to anyone who encounters him, even if they aren't able to articulate why. Of course this is probably minor enough to not warrant an actual disadvantage points so there is a custom adder to reduce it to 0.]
10     Distinctive Features:  Eyes have no white part (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10     Physical Limitation:  Photosensitivity: Discomfort/Pain in bright light (Frequently; Slightly Impairing)
10     Susceptibility:  Exposed to very bright light 1d6 damage per Minute (Common) [Notes: Ideally this should apply to things like noonday summer sun or spotlights, not just being outside.]
10     Vulnerability:  2 x Effect Light based attacks (e.g. flashbangs, etc.) (Uncommon)

[b]DISADVANTAGES Points: 40[/b]

Base Pts: 125
Exp Required: 44
Total Exp Available: 10
Exp Unspent: 0
Total Character Cost: 209



 

You need a good export format.

(like this.) :thumbup:

 

Everyman discount, is that a house rule? We use a similar one but you might want to point it out

 

interesting powers, might be a little to champions for a dark champions game, talk to the GM, but cool and definatly a good choice for some games

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Re: Shadow Soul

 

I would buy your +3 with Occult Skills as individual pluses, you will save points. Your "career" and "occult" skills are mostly KS, so the pluses are cheap.

 

You get three extra points by doing this, as a +3 to your KS is 3 points total a piece, then 6 points for Acting (if you're including that, if not its even cheaper!).

 

You can save in the same way on your +4 with Career skills, unless you're including Deduction (which I think you are, in which case you are buying it correctly). If you don't include Deduction (which I think you probably should), your points savings are four points (that's a +4 separately bought with both KS and Criminology).

 

I have a player in my game that has a similar power to your "lights turn off" but he bought it as a Minor Transform (3d6) in a multipower. I think buying it as a transform is more expensive than the way you're doing it, but talk to Manic as he will let you know which way he prefers you to buy it. 1d6 Dispel might not be enough to turn off large spotlights and such, but I don't know for sure, nor do I know if you even want to be able to turn off things like that.

 

I would consider how you're going to use +10 presence, only against people who can't see him. Are you going to be making presence attacks while hidden? This is entirely possible (and seems to fit the character's MO), but I don't know if you've considered how you plan to use it.

 

If you can find the points I might suggest you buy some sort of Invisibility power (like the one Cypher has) but you also don't want to be stepping on other PCs toes.

 

That's my .02, which doesn't amount to much.

 

EDIT: Also you get rep for playing under my favorite GM of all time.

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Re: Shadow Soul

 

Ah, sorry about the difficulties opening the file. I'll try to remember that in the future.

 

To answer what's been posted:

 

Yes the Everyman discount is a house rule, a small discount in cost if the skill is from the Everyman list for the campaign. The Everyman discount is a -1 to the cost of the skill. I will try to make sure I specifically note things like that in the future.

 

I have talked a bit to the GM, but we both have been rather busy and I am currently studying in another country so finding time for a discussion is a bit more difficult. What he has told me seems to mirror what has been said here. He would probably need to be able to act more directly to be effective in the campaign as a PC. Perhaps more to the point it would likely be overlapping too much into the other PC's shticks, something I know Manic has been trying to avoid.

 

I had not considered doing it as a transform. I will have to ask Manic when I get the chance. As for spotlights, I wanted to specifically avoid him being able to do this to big, bright lights. Part of the character's disads center around problems with bright light so I tried to keep that as a significant problem even at night.

I had intended the extra presence to be used for presence attacks against opponents using the images abilities.

Thanks for the advice on the skills. The Skill Levels are intended to go with the all the skills in the same list. It helps me keep track of what goes where to break it up that way. I will have to be more careful about that in the future.

 

And thank you kindly sir for the rep. It has been a very educational and enjoyable experience learning about the Hero System from Manic.

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Re: Shadow Soul

 

On second thought, under your Occult skills section, are you planning on using the Acting skill to augment those presence attacks you were talking about? If so, I think Oratory might be a better choice. I'm a little confused as to why the Acting skill is where it is. The skills in the list alongside it seem to be mostly academic by nature, in which case Oratory still might be a better choice.

 

I don't know, that's a pretty nitpicky thing, I just thought I'd bring it up. I always forget about Oratory as a skill when I'm character building, but it's just so darn applicable sometimes.

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Re: Shadow Soul

 

Yeah I can see how there might be some confusion over that part of the skill list. I've been trying to get a history for the character together and while I have some of the pieces I haven't been able to put them together into a coherent, detailed history yet.

 

In brief: At some point the the character's past he was involved an an occult ritual that, at the time, seemed to have been a failure, years later the actual effects begin to manifest and he freaks out trying to figure out what's going on. When he finally starts to figure why things are happening he realizes he lacks the knowledge to go any further. Ultimately I had pictured him actually going and getting involved in the occult scene for a period of time to get a grasp on what is going on and what exactly he is now capable of.

 

The KS were intended to represent what he had learned from the experience and the acting was intended to be something he would have picked up blending in with groups he was trying to get information on/from.

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Re: Shadow Soul

 

Really? I'd be curious to see what you came up with. As for this character, I like the feel of the abilities, but I think it needs an overhaul to be effective as a PC, at least for the style of campaign Manic is running. Though I might be able to give this a shot as an NPC if I ever try my hand at being the GM. Guess I'll need to step back and think about what's central to the character and what I should change. Thanks a lot for the advice everyone!

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