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A Heroic Beast 6th Edition 100 points


Matt Holck

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10 Strength 20

08 Constitution 18

04 Body 14

-4 Dexterity 8

03 Intelligence 13

00 Ego:10

03 Presence: 13

24

10 Speed; 3

03 Perception: 13-

05 OCV: 4

10 DCV: 5

00 OMCV; 3

-3 DMCV: 2

49

03 Physical Defense:5

03 Energy Def fence: 5

10 Stun: 40

02 Endurance: 30

12 Recovery: 10 recovery 10 body/day +4

79

 

03 Acrobatics 11-

 

10 +4 to ego rolls to press

In heroic, a character may press five character points with a successful ego roll

for each point the character makes the roll by , it may press an additional point

 

10 Martial Arts

Strike, Disarm, throw

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  • 2 weeks later...

Re: A Heroic Beast 6th Edition 100 points

 

In heroic' date=' a character may [b']press[/b] five character points with a successful ego roll

for each point the character makes the roll by , it may press an additional point

Do you mean Push or is "Press" something from 6E I haven't gotten to yet?

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  • 2 months later...

Re: A Heroic Beast 6th Edition 100 points

 

I mean push.

Beast has a 16- chance to push so it's a fairly safe (95%) bet he will make it.

 

I've started playing

and I would like to expand what beast can push.

 

I'm considering buying Beast Chi "Martial Arts" powers.

Powers that Beast can boost by pushing.

Beast can already push his running, jumping, swimming and strength.

I want to give him other powers he can push.

Chi "Martial Arts"

1 IRON SKIN 1 point resistant physical defense cost endurance (1+1/2=1-1/2=1)

1 ENERGY CIRCULATION 1 point resistant energy defense cost endurance (1+1/2=1-1/2=1)

2 WARRIOR'S CRY +1d6 Striking Appearance fierce dominating cost endurance (3-1/2=2)

 

if anyone can think of any other "Chi" powers, let me know

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Re: A Heroic Beast 6th Edition 100 points

 

fair enough

-1 Ego only to make Ego rolls

-1.5 Ego only to make Ego rolls for pushing

(5-1.5=2)

only trouble is the ego roll is then subject to super characteristic threshold and the character must pay double after 20 Ego

 

I don't think this push power construct is broken and I like the mechanics

 

Chi "Martial Arts"

3 HYPER DASH x2 non-combat running cost endurance (5-1/2=3)

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Re: A Heroic Beast 6th Edition 100 points

 

In standard Champions 30 is the threshold for "super power" level, not 20 and even then there is no doubling after that point. If you have a house rule or campaign guideline in place that may change how the situation is dealt with or what suggestions may work you may want to lay them out in your OP when you first ask the question.

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  • 3 weeks later...

Re: A Heroic Beast 6th Edition 100 points

 

well the campaign world has been rougher than expected

 

I got 10 experience points

and have decided to go with the chi powers(another point of speed would help)

because that's the most interesting

 

Chi "Martial Arts"

1 IRON SKIN 1 point resistant physical defense cost endurance (1+1/2=1-1/2=1)

1 ENERGY CIRCULATION 1 point resistant energy defense cost endurance (1+1/2=1-1/2=1)

2 WARRIOR'S CRY +1d6 Striking Appearance fierce dominating cost endurance (3-1/2=2)

2 STAND OF THE TREE 1 pt knockback resistance cost endurance (3-1/2=1)

3 HYPER DASH x2 non-combat running cost endurance (5-1/2=3)

 

the WARRIOR'S CRY is questionable because I'm applying endurance to a talent.

I could have just brought extra presence

but since pushing is based on active points, I get more dice to my presence attack if I press my striking appearance

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Re: A Heroic Beast 6th Edition 100 points

 

The frequency of pushing differs a lot between games. Some GM's/groups restrict pushing (based on its discussion in the books) to rare instances of extreme heroism, while others permit anyone with a bit of spare END who can make an Ego roll to bump their abilities on a pretty routine basis ("Phase 12? I'll get a recovery, and I have lots of END, so may as well push" commonly becoming a standard operating procedure).

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Re: A Heroic Beast 6th Edition 100 points

 

the price endurance is enough that pushing is not a constant with this character

the normal endurance cost in the game is 1 endurance/ 5 active points

also endurance drops to 0 when the character is knocked out.

 

you're right about with phase 12 (though there is not post 12 recovery after the first phase in games I run)

Beast pushing into actions is an appropriate cinematic effect

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  • 3 weeks later...

Re: A Heroic Beast 6th Edition 100 points

 

I decide to just go with 3 Chi-Powers to start

 

 

Chi "Martial Arts"

4 IRON SKIN 4 point resistant physical defense cost endurance (4+1/2=6-1/2=4)

4 ENERGY CIRCULATION 4 point resistant energy defense cost endurance (4+1/2=6-1/2=4)

2 WARRIOR'S CRY +1d6 Striking Appearance fierce dominating cost endurance (3-1/2=2)

 

Beast was having to pay 1 endurance for each phase I wanted IRON SKIN and/or ENERGY CIRCULATION

and that seemed rather costly for 1 point of resistant defense.

So I increased the base resistant defense without changing the base cost endurance to 4

where Beast's 4 defense +4 resistant Che defense is the normal characteristic maximum of 8.

 

Note: Beast pays for Resistant Energy Defense and Resistant Physical Defense separately

so he may push one or the other further than having to push both defenses at once.

 

 

Our last combat was easily handled.

Beast was not knocked out.

and for the first time Beast was limited by his 30 endurance.

 

He got two experience points.

I may spend that on Endurance.

but that is not so interesting...

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  • 4 months later...

Re: A Heroic Beast 6th Edition 100 points

 

I've got a 225 game where we art to write up super normals

I think I may use this template

 

and buy my speed from a 4 to an 8 for 80 points

the game tends to be combat heavy

 

 

10 Strength 20

08 Constitution 18

04 Body 14

-4 Dexterity 8

03 Intelligence 13

00 Ego:10

03 Presence: 13

24

100 Speed; 8

06 Perception: 15-

15 OCV: 6

15 DCV: 6

00 OMCV; 3

00 DMCV: 3

160

08 Physical Defense:10

08 Energy Def fence: 10

15 Stun: 50

02 Endurance: 30

12 Recovery: 10 recovery 10 body/day +4

205

 

15 Martial Arts

Strike, Disarm, throw , sacrifice strike

3 acrobatics 11-

 

223

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