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The Basics


quozaxx

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Not long ago, I was thinking of the Basic Rule Book. In this economy the Basic Rules in the only thing some people can afford.

 

So, I got the Basic Rules out of my attic and looked over it again. There are only 2 character examples (plus other examples). But for player character possibilities - there are only 2.

 

I was thinking that we need more character examples using ONLY Basic rules to write them up.

 

Below is the basic brick archetype.

 

[ATTACH]38167[/ATTACH]

 

Brick

Character NameClive Lean

 

Val Char Points Roll Notes

10/60 STR 0 11- / 21- HTH Damage 2d6 / 12d6 END [3]

23 DEX 26 14-

25 CON 15 14-

10 INT 0 11- PER Roll 11-

10 EGO 0 11-

25 PRE 15 14- PRE Attack: 5d6

7 OCV 20

6 DCV 15

3 OMCV 0

3 DMCV 0

5 SPD 30 Phases: 3, 5, 8, 10, 12

5/20 PD 3 5/20 PD (5/15 rPD)

5/20 ED 3 5/20 ED (5/15 rED)

10 REC 6

30 END 2

15 BODY 5

40 STUN 10

161 Total Characteristics Points

 

400 pt character: Complication Points: 75

 

MOVEMENT

Type Total

Run 12m[24m NC]

Swim 4m[8m NC]

H. Leap 26m V. Leap 13m

 

COMBAT INFORMATION

OCV: 7 DCV: 6 Combat Skill Levels: +2 with HTH Combat

 

SKILLS

Cost Name

16 +2 with HTH Combat

3 Charm 14-

3 Climbing 14-

3 Conversation 14-

2 KS: The City 11-

1 Language: Spanish (basic conversation)

7 Mechanics 13-

3 Persuasion 14-

3 Streetwise 14-

41 Total Skills Cost

 

PERKS

Cost Name

4 Contact: Local Super Law Enforcement Agency 13-

4 Total Perks Cost

 

POWERS

Cost Power END

62 Faultless Strength:

+50 STR, Reduced Endurance (1/2 END; +1/4) (62 Active Points) 2

 

26 Resistant Hide:

+15 PD, Hardened (+1/4), Resistant (+1/2) (26 Active Points)

 

26 Resistant Hide:

+15 ED, Hardened (+1/4), Resistant (+1/2) (26 Active Points)

 

7 Solid:

Knockback Resistance -7m 0

 

60 Brick Powers:

Multipower, 60-point reserve

3f 1) Hit the ground:

Blast 6d6, Personal Immunity (+1/4), Area Of Effect (8m Radius; +1/2) (52 Active Points); No Range (-1/2) 5

1f 2) Mega Punch:

Hand-To-Hand Attack +5d6 (25 Active Points); Extra Time (Full Phase, -1/2), Hand-To-Hand Attack (-1/4) 2

3f 3) Pile it on:

Barrier 8 PD/8 ED, 8 BODY (up to 10m long, 5m tall, and 1/2m thick), Opaque Sight Group (58 Active Points); OIF (Materials of Opportunity (Cars, buses, anything big and heavy to block someone); -1/2), Limited Power (Must have big heavy stuff nearby, BODY, PD and ED based on materials; -1/2) 6

2f 4) Wrap you up:

Entangle 4d6, 4 PD/4 ED (Stops A Given Sense Group Sight Group) (50 Active Points); OIF (Materials of Opportunity (Fences, poles, etc.); -1/2), Limited Power (Must have stuff to wrap them in, BODY, PD and ED based on materials; -1/2) 5

4f 5) Squeeze you unconscious:

Drain STUN 3d6, Attack Versus Alternate Defense (Life Support: [self Contained Breathing]; All Or Nothing; +1) (60 Active Points); No Range (-1/2) 6

194 Total Powers Cost

 

COMPLICATIONS

Cost Complication

15 Distinctive Features: Looks like he's made out of bricks (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

10 Psychological Complication: Doesn't like the way he looks (Common; Moderate)

25 Hunted: VIPER Frequently (Mo Pow; NCI; Harshly Punish)

10 Enraged: Innocents harmed, especially children (Common), go 8-, recover 14-

15 Social Complication: Public ID: Clive Lean Frequently, Major

75 Total Complications Value

 

BACKGROUND:

Clive was a really good mechanic. One day, while working on somebody's car; he found something hidden under the hood.

 

A Glowing rock. He removed the rock, and when he did he was changed. His body suddenly looked like it was made out of bricks. Clive was shocked and didn't know what to do when the owner of the car returned. He was a VIPER agent.

 

The VIPER agent didn't want Clive to get away with "his" rock so he started to persue him. Using his influence to get at Clive and capture him for study. Besides, he thinks Clive knows his Secret ID. He can't have that.

 

Clive sought out help at the local Super Human Law Enforcement Agency. They couldn't change him back, so Clive decided to help them out until he could find a "cure" for his "condition".

 

NOTES:

As you can see from above, his Contact doesn't have the Organization multiple, or any of the normal stuff you'd find in an Organization - Why? Because it's not in The Basic Rule Book.

 

Same reason I wrote STR as a Power. There are no Naked Advantages rules in the Basic Rule Book.

 

So, from time to time (probably once every other week), I will try to add a new character using ONLY the Basic Rule Book.

 

If you'd like to contribute; I'd appreciate it.

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Re: The Basics

 

[ATTACH]38203[/ATTACH]

 

Cheetah

Character Name Chester Bell

 

HeroSystem_6ELogos.jpg CHARACTERISTICS

Val Char Points Roll Notes

16/26 STR 6 12- / 14- HTH Damage 3d6/5d6 END [2/3]

15/35 DEX 10 12- / 16-

15/25 CON 5 12- / 14-

15 INT 5 12- PER Roll 12-

15 EGO 5 12-

15/25 PRE 5 12- / 14- PRE Attack: 3d6 / 5d6

7 OCV 20

7 DCV 20

4 OMCV 3

4 DMCV 3

3/7 SPD 10 Phases: 4, 8, 12/2, 4, 6, 7, 9, 11, 12

5/10 PD 3 5/10 PD (0 rPD)

5/10 ED 3 5/10 ED (0 rED)

8/18 REC 4

30/50 END 2

15/20 BODY 5

30/40 STUN 5

123 Total Characteristics Points

Base Points: 400 Complication Points: 75

 

MOVEMENT

Type Total

Run 16m/31m,[256m/496m NC]

Swim 6m[12m NC]

H. Leap 12m/32m V. Leap 6m/16m

 

COMBAT INFORMATION

OCV: 7 DCV: 7

Combat Skill Levels: +1 with HTH Combat ,

+3 with Martial Arts ,

+1 with move by, move through, or grab.

 

SKILLS

Cost Name

8 +1 with HTH Combat

9 +3 with Martial Arts

3 +1 with move by, move through, or grab.

2 WF: Small Arms

3 Acrobatics 12- (16-)

3 Breakfall 12- (16-)

3 Climbing 12- (16-)

3 Conversation 12- (14-)

3 Persuasion 12- (14-)

3 Stealth 12- (16-)

3 Shadowing 12-

3 Tracking 12-

46 Total Skills Cost

 

POWERS

Cost Power END

8 +10 STR (10 Active Points); Only In Alternate Identity (-1/4) 1

32 +20 DEX (40 Active Points); Only In Alternate Identity (-1/4)

8 +10 CON (10 Active Points); Only In Alternate Identity (-1/4)

8 +10 PRE (10 Active Points); Only In Alternate Identity (-1/4)

32 +4 SPD (40 Active Points); Only In Alternate Identity (-1/4)

4 +5 PD (5 Active Points); Only In Alternate Identity (-1/4)

4 +5 ED (5 Active Points); Only In Alternate Identity (-1/4)

8 +10 REC (10 Active Points); Only In Alternate Identity (-1/4)

3 +20 END (4 Active Points); Only In Alternate Identity (-1/4)

4 +5 BODY (5 Active Points); Only In Alternate Identity (-1/4)

4 +10 STUN (5 Active Points); Only In Alternate Identity (-1/4)

 

24 Runs Really fast now:

Running +15m (16m/31m total), x16 Noncombat (30 Active Points); Only In Alternate Identity (-1/4) 3

 

8 Cheetah Leap:

Leaping +20m (12m/32m forward, 6m/16m upward) (10 Active Points); Only In Alternate Identity (-1/4) 1

 

20 Homemade claws:

Killing Attack - Hand-To-Hand 2d6 (3d6 / 3 1/2d6 w/STR) (30 Active Points); OIF (-1/2) 3

 

26 Fast Attacks:

Multipower, 45-point reserve, (45 Active Points); all slots Only with move by, move through, or grab (-1/2), Only In Alternate Identity (-1/4)

 

2f 1) Hard and fast:

Hand-To-Hand Attack +9d6 (45 Active Points); Only with move by, move through, or grab (-1/2), Hand-To-Hand Attack (-1/4), Only In Alternate Identity (-1/4) 4

 

2f 2) Just fast:

Hand-To-Hand Attack +6d6, Autofire (5 shots; +1/2) (45 Active Points); Only with move by, move through, or grab (-1/2), Hand-To-Hand Attack (-1/4), Only In Alternate Identity (-1/4) 4

 

2f 3) I can hit you all!:

Hand-To-Hand Attack +5d6, Area Of Effect (16m Radius; +3/4) (44 Active Points); Only with move by, move through, or grab (-1/2), Hand-To-Hand Attack (-1/4), Only In Alternate Identity (-1/4) 4

 

2f 4) Flawless attack:

Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Only with move by, move through, or grab (-1/2), Hand-To-Hand Attack (-1/4), Only In Alternate Identity (-1/4) 0

 

2f 5) Vibro attack:

Hand-To-Hand Attack +6d6, Affects Desolidified Any form of Desolidification (+1/2) (45 Active Points); Only with move by, move through, or grab (-1/2), Hand-To-Hand Attack (-1/4), Only In Alternate Identity (-1/4)

4 203 Total Powers Cost

 

MARTIAL ARTS MANEUVERS

Cost Maneuver

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 / 9d6 Strike

3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 / 7d6 +v/10, Target Falls

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 9d6 / 11d6 Strike

8 +2 HTH Damage Class(es)

28 Total Martial Arts Cost

 

HeroSystem_6ELogos.jpg COMPLICATIONS

Cost Complication

20 Psychological Complication: Competitive and hates to lose (Very Common; Strong)

25 Hunted: Police, or PRIMUS Frequently (Mo Pow; NCI; Capture)

15 Social Complication: Secret ID Frequently, Major

5 Rivalry: Professional (Other super powered martial artists; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10 Psychological Complication: Seeks out other Super powered martial artists to fight. (Common; Moderate)

75 Total Complications Value

 

APPEARANCE

Hair Color: Black

Eye Color: Blue

Height: 1.77 m : 5' 10"

Weight: 100.00 kg : 220 lbs

BACKGROUND Chester always liked being better than the rest. Faster, more powerful. He grew up on the rough side of the street and trained himself to become a martial artist.

 

He was able to compete and get out of the bad side of town. But there this one man who was better than him. He didn't like that. So he set up an "accident" just before their meet. The accident missed the man and Chester's involvement was discovered. He was banned for life.

 

Back to the streets he went. Bitter. One day he was passing by a television and saw a superhero martial artist fighting some VIPER agents. "This was his opponent from the match! He knew it! He must have super powers" He thought. So he set out to find a way to get himself super powers.

 

It took him over a year before he found out about a drug called Meta. Meta changes the physiology of a person so he can become super powered. Most had to pay a "price" for the power. But Chester didin't care. He took the drug and was changed.

 

PERSONALITY Chester hates to lose. He will go out of his way to fight other super powered martial artists. He is known to cheat when fighting them. He has no honor.

 

QUOTE I AM the best.

 

POWERS/TACTICS Chester has to "turn into" Cheetah. It takes a couple of Phases. When he does, he can come out fighting. He only looks for the on the ground based martial artists first. He knows that energy projectors and mentalists have an advantage against him.

 

He prefers large areas so he can use his Cheetah powers to it's fullest.

 

All his multi powers are only usable with move by, move through, or grabs. This may come to an advantage to find a way to limit how far he can move. CAMPAIGN_USE Martial artist speedster.

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Re: The Basics

 

[ATTACH]38244[/ATTACH]

 

Emerald Character Name

Shane Dixon Alternate Identities

 

CHARACTERISTICS

Val Char Points Roll Notes

15 STR 5 12- HTH Damage 3d6 END [1]

15 DEX 10 12-

15 CON 5 12-

15 INT 5 12- PER Roll 12-

20 EGO 10 13-

15 PRE 5 12- PRE Attack: 3d6

5 OCV 10

5 DCV 10

6 OMCV 9

6 DMCV 9

5 SPD 30 Phases: 3, 5, 8, 10, 12

5/15 PD 3 5/15 PD (0/10 rPD)

5/15 ED 3 5/15 ED (0/10 rED)

8 REC 4

30 END 2

13 BODY 3

30 STUN 5

 

130 Total Characteristics Points

Base Points: 400 Complication Points: 75

 

MOVEMENT

Type Total

Run 12m[24m NC]

Swim 4m[8m NC]

H. Leap 8m V. Leap 4m

Flight 20m[40m NC]

 

HeroSystem_6ELogos.jpg SKILLS

Cost Name

1 Bureaucratics 8-

5 +1 with combat training

3 +1 with Mental MP

3 Charm 12-

3 Concealment 12-

3 Conversation 12-

3 Criminology 12-

3 Deduction 12-

3 Forensic Medicine 12-

1 Interrogation 8-

2 KS: The Law and Legal matters 11-

3 Paramedics 12-

3 Persuasion 12-

3 PS: Detective 12-

3 Security Systems 12-

3 Shadowing 12-

3 Stealth 12-

3 Streetwise 12-

2 WF: Small Arms

53 Total Skills Cost

 

PERKS

Cost Name

2 Fringe Benefit: Private Investigator License

2 Total Perks Cost

 

POWERS

Cost Power END

9 Solid Mind: Mental Defense (9 points total) 0

 

33 Where are you hiding:

Mind Scan 10d6 (50 Active Points); Unified Power (-1/4), Perceivable (-1/4) 5

 

20 My mind to your mind:

Mind Link , Any Willing Target, Number of Minds (x8) (30 Active Points); Perceivable (-1/4), Unified Power (-1/4) 0

 

16 Glowing flight:

Flight 20m (20 Active Points); Unified Power (-1/4) 2 24 Glowing green protection:

Resistant Protection (10 PD/10 ED) (30 Active Points); Unified Power (-1/4) 0

 

37 Read your mind or talk to you privately:

Telepathy 11d6 (55 Active Points); Perceivable (-1/4), Unified Power (-1/4) 5

 

40 Mental Powers:

Multipower, 60-point reserve, (60 Active Points); all slots Perceivable (-1/4), Unified Power (-1/4)

 

4f 1) Deterrant:

Mental Blast 6d6 (60 Active Points); Perceivable (-1/4), Unified Power (-1/4) 6

 

4f 2) See what I tell you to see:

Mental Illusions 12d6 (60 Active Points); Perceivable (-1/4), Unified Power (-1/4) 6

 

4f 3) Do What I tell you to:

Mind Control 12d6 (60 Active Points); Perceivable (-1/4), Unified Power (-1/4) 6

 

191 Total Powers Cost

 

MARTIAL ARTS MANEUVERS

Cost Maneuver

Combat Training

4 1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 3) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike

3 4) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls

5 5) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike

4 +1 HTH Damage Class(es)

24 Total Martial Arts Cost

 

COMPLICATIONS

Cost Complication

15 Psychological Complication: Loves a good mystery - Won't use his powers to directly solve a crime. (Common; Strong)

15 Hunted: Law Enforcement Agencies Frequently (Mo Pow; PC has a Public ID or is otherwise very easy to find; Watching)

15 Social Complication: Public ID Frequently, Major 10 Enraged: Innocent lives are directly endangered (Common), go 8-, recover 14-

15 Distinctive Features: Glow emerald green (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

5 Rivalry: Professional (Other detectives for a case; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

75 Total Complications Value

 

APPEARANCE

Hair Color: Green

Eye Color: Green

Height: 1.80 m : 5' 11"

Weight: 80.00 kg : 176 lbs

Description: Emerald doesn't wear spandex. He wears a suit and tie, and even sometimes a hat. He has green eye and hair. Plus a green glow around him. It takes a heavy overcoat to cover that up - which is murder in the summer.

 

BACKGROUND Shane loved mystery novels when he was growing up. More so than most people that love them. When he was old enough he took classes and training to become a private investigator.

 

He was good at it. One day he was investigating some missing chemicals at a chemical plant. When he discovered who was stealing those chemicals; that person doused him with it. He ended up in the hospital. It wasn't long before his eyes and hair turned green and had a green glow about him.

 

The Doctors tested him to make sure that no other adverse affects were going to happen. When they started testing him. Shane found out that he could read minds and make people see or do things.

 

He took on the name Emerald. Because of his green appearance

 

PERSONALITY Shane loves mysteries. So much so, that he will sometimes see a mystery where there isn't one. Or he won't use his powers to read a persons mind because that would "spoil the mystery".

 

He'd rather use his skills to solve a crime anyday. But there are powerful people out there. He uses his mental powers more for defending himself of someone weaker than himself.

 

QUOTE Ah, now THIS is interesting...

 

POWERS/TACTICS When Emerald does use his Powers he usually starts with a mental command that is based on ther peson's Complications. He also has been known to suprise a foe with his martial arts.

 

CAMPAIGN_USE Works well as a detective to solve a PC's case, if they are accused of anything.

 

NOTES: I think the most interesting part about making a mentalist with only the basic rules is the use of Telepathy. In order to use a Mental Control, you must communicate it. Basic does not have the Telepathic Advantage nor does it have Variable Multi Power slots. Which means if a character wants to use this power without having to verbally speak it; he needs Telepathy outside of the Multi Power.

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