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Am I building these powers correctly in Hero Designer?


Ravor

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I was wondering if I am building these powers correctly in Hero Designer. The basic idea is that the character in question was imbued with a nearly limitless font of energy from the implosion of her native timeline.

 

Her powers are linked to how much of the energy she is drawing on at any given time.

 

 

Powered Down:

 

 

At this level although she basically appears normal she is ageless, regenerates relatively slowly and if dies "gets better". However, she can't turn any of these abilities off even if she wanted too so couldn't pass as a mundane if tested.

 

 

Powered Up:

 

 

When she decides to activate the dimensional font within her she is clearly not mundane, (I imagine some sort of visible aura.), and her regeneration kicks into overdrive. (If I understand correctly, every time she activates the endurance reserve it starts at 0, until the rec kicks in at the end of the first phase.)   

 

 

Combat Form:

 

 

In combat she first has to activate one of her two "damage shields", and then can choose to extend the shield of her choice into an aoe tempest, since all of her powers are penetrating and "standard effect" she will always do at least some damage against all but the hardest of targets, and since her powers are selective she doesn't have to worry about friendly fire or destroying scenery if she doesn't want to.

 

 

 

*EDIT*

 

The End Reserve needs to be bumped up to End (29) Rec (29), my bad.

 

 

 

 

Dimensional Powers.HTML

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Everything is bought "correctly" Hero Designer won't allow you to buy things a wrong way. However it is possible to overthink powers and make them too expensive for what they are supposed to do.

For Temporal Stability: I would recommend instead of using Compound Power. That you find the list menu and choose "New List..." then place all the powers inside the list. It will make reading the powers within easier and not a jumbled mess. The whole thing is such a mess, that it's hard to understand why the character is constructed in that way. ie why not just buy Regen once with both Resurrection and Heals limbs. Buying it 3 times makes it VERY expensive.

-  Temporal Stability
41 1) Regeneration (1 BODY per Turn), Can Heal Limbs, Resurrection
5  2)Life Support  (Longevity: Immortal)

Both attacks are pretty ignorable. Neither will do much if any damage vs a Supervillain.

The End Reserve is sort of ok, but only seems to have enough end to last for a couple of phases at best.
 

I would recommend picking one of the two attacks and perhaps dropping the Killing attack for Raw Dice of Damage. Also Penetrating is ok if it's on a decent size Normal attack. Though most campaigns have a 75active point limit on single attacks so both attacks would be both wimpy and too expensive.

Inherent makes powers immune to being drained. I honestly couldn't see why another person with Dimension and time powers wouldn't be able to drain these powers. It's also good game to allow the GM to do from time to time. It's also another +1/4 that could be used to make her better. I like using inherent for things like Extra Limbs because it would be weird for someone to turn off your 2 extra arms on the insect warrior.

She really needs some Defenses. ie 15 Pd 15ED Resistant Defense (Protective Time Vortex- Ages or de ages attack till they are weakened or dissipated by the time vortex.

 

Perhaps working out what the powers are supposed to do in Plain English first would help.

It's also possible that a portion of her End Characteristic is the Dimensional Font. That she chooses to channel and form those energies within her body. Taking recoveries etc. Saves Points and makes the character easier to play (only one source of end).

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Kay thanks, basically I was told, 400 points and try not to break the system versus the published NPCs / powers, I don't think he has any real solid guidelines yet as we've tried to get various Hero system games running in other genres before but it always seems to fall apart so this is a system learning experience for everyone. (If it helps, the lot of us heard about the Hero System from the mmo in the first place so the shear amount of options has me drowning slightly at least but I'm stubborn enough that picking from publish powers seems to defeat the purpose of Hero's flexibility.)

 

 

The character in question is a dimensional castaway, she was a "magi-tech" (basically dimensional / temporal energy) tinker / war criminal in the employ of one of the warring city states that populated her original timeline since the focus of her discovers tended towards exotic weapon tech, up to and including the "messily" failed attempts of creating the timeline's first super soldiers by infusing condemned criminals with said "magi-tech" energy.

 

 

That changed when a weapons grade teleportation test (basically a dimensionally based "teleportation nuke") started an unforeseen chain reaction that ended in the utter and complete collapse of the entire timeline. The collapsing timeline threw her across the multiverse and succeeded where her prior experiments failed in creating her timeline's first "super".

 

 

She tried to set herself up as an immortal goddess-queen in the relatively primitive timeline she found her stranded in but it backfired on her dramatically and she had to flee to yet another timeline (This time she managed without destroying an entire universe although that Earth was in pretty bad shape before she fled.), this time she ended up in the CU and has decided to take a different path in order to try to atone for the unforgivable. The fact that as far as she can tell she'll have uncountable eons to do it is of little confront to her. (Some future version of herself has / will dabble in some time travel and didn't clean up very well after herself so there are fragmentally records of her already existing in the CU.)   

 

 

 

 

Her inherent powers are basically centered around the idea that as far as the structure of the multiverse is concerned she is a "fact" and not a person per say. (Her resurrection / agelessness / regeneration powers aren't healing per say, it's her body reverting back to its condition when her home-line first collapsed.)

 

Her damage shield / aoe attack is basically her unleashing some of the infinite energies that was embedded into what she calls her "subspace shadow" (Mystics would call it her soul.)

 

I envision her as having a small "tinkering pool", which if I understand the rules correctly would be best represented by a tiny VPP as well as a tech based semi-psionic universal translator (If I remember correctly a while back on the sci-fi boards for a game that never got off the ground the idea of creating a two way universal translator using the transform rules instead of the published talent seemed to make sense, especially since with new people the psionic field can take a few moments to fully kick in sometimes.), which I imagine she could possibly tinker into some mental blasts / "jedi mind tricks" as a possible future character path. (In the mmo, basically the "Palliate" everyone forget I exist for a short time effect.) 

 

 

Maybe a little drone "sidekick" that she invented as a friend that won't get old and die on her.

 

 

*EDIT*

 

Once she gets settled, I personally see her personal workshop / life in a similar fashion to what the Doctor settled into in the last X-Mas Special "Time of the Doctor", i.e. in his companion's words; "Fighting monsters and fixing children's toys." Given her specialization in the dimensional / temporal side of things she'll probably make the best toys as far as the lucky children around her are concerned.

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6E1 has Guidelines, in the Same Chapter as the Power Levels Listing.

 

You might be trying to hard to simulate a concept. Generally if you have more then 2 "states or forms" it get's difficulty to display without being unessesary wastefull.

Also the Concepts of having multiple "Forms" with different level of powers does not generally work so well in HERO.

The most reliable approach is to build the "fully powered" form at 400 points. Then apply Limtiations to go to lowest form (Only in Alternate Identity? Maybe a Custom -1/4?) or make that the Alternate Form of a Multiform (with the Secret ID form the one that has to pay for the Multiform).

Any in-between-Forms are easily forgotten in actually play.

 

Also, the amount (and types of) Advantages indicates you added there looks like you try to build an absolute. If there is one thing HERO does not do (ever) it is an absolute, unless the GM is in the boat with it (wich is more like in Heroic Level campaigns).

 

Inherent should not be used for anything, unless another rule calls for it or it's lack is brought up as a problem (that the GM insists you spend points on). For example no example robot has his Life Supports made Inherent (yes, you could drain thier ability not to need air). But a Drain: Life Support is so rare, nobody even considers it a problem.

Even if her powersource cannot be damaged/disrupted (because it is a universe/timeline singularity), her connection to it and ability to control it can.

And even if it is inherent, it could still be Transformed away.

 

Very fast (Wolverine or Highlander style) Regeneration is often better bought as "PD+ED, Resistant(+1/2)" plus some minor Regeneration (1 BODy per minute or so). Most of the damage heals so quickly it never even bothers her. Only massive Traumas (wich get BODY past the Defenses) need a while to heal.

 

Her inability to hide would fall under a Complciation, not really a Limitation. And it would be a Complciation for her Secret Identity only. But frankly all it can do is break her Secret ID (Distinctive Features seems unfitting), it would be part of a Secret ID complication (if she even has one).

 

Also a few of the Powers might fall under the "what not to Spend points on" Rule. But that one is more for experiecned GM's, wich can better say how likely any power would come into effect.

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I would recommend that you take that initial character concept and look at her powers and put down the rulebook.

 

List in Plain English what you think she can do with her powers.
* her body reverts back to its original Condition before taking damage (the way you have it written she would never gain experiences at all, since she would revert to her initial state). Also rulebook powers are how you turn your vision into gaming reality. That she regenerates can encompass many different Special Effects.
Keep in mind that everything changes. The universe is change. Since you can damage her and have the damage stick for a while. It should also be possible to temporally take or modify her powers. Making her unchangeable seems to imply that she's invulnerable etc which is a boring concept to game with IMHO. She's in this dimension to effect changes and atone for past mistakes (this makes great fodder for Complicaitons BTW)
 

* She has TechnoMagical Abilities. So infusing Technology with Magic, could be real interesting. At her Core she has time powers that come from her TechnoMagical spells.

* Perhaps her infinite energies could shaped in other ways. ie Could she project it in a beam that hurts others (a Blast)? An ability that shows someone infinity which temporally shorts out the Visual circuitry? (a Flash vs Sight)

* Universal Translator is built using "Detect Meaning of Speech (10cp)" You could take that base and add "usable by others" advantage on the Detect

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Excellent points...

 

 

 

Dimensional Singularity Powers (I'm totally stealing that one.)

 

 

Regeneration/Agelessness:

 

 

Imagine for a moment that her arm was torn off and three witnesses decided to study her as it grew back, one completely normal, one has extremely powerful "micro-vision" and the other has the ability to see time/dimensional tidal forces.

 

 

The mundane would simply see what started as an arm shaped "haze" that would become steadily more "solid" until she had a fully functional arm once again. 

 

 

"Micro-man" instead would see the various particles of her arm seemingly "rotate" out of an invisible state and "snap" into place, almost as if her arm was a jigsaw puzzle that was being put back together one subatomic bit at a time.

 

 

"Lady Hourglass" instead would see the naked dimensional vortex swirling in the place where her arm use to be, actually snatching the pieces of her intact arm out of the past in order to reconstruct them in the present. Hourglass is left more than a little nervous when it dawns on her that every time her friend gets a paper cut is a new instance of a seemingly unresolved paradox being born. Also unanswered is the basic question of "when" is the vortex getting the copy from?

 

 

The hero personally theorizes that somewhere in the singularity itself is the exact moment when her timeline collapsed, forever frozen and unchanging and the vortex is using that moment as a template to repair its housing, namely her. Of course, the hero doesn't like to think about the related possibility that she may be nothing more than a copy of herself that is being used to house the corpse of an entire timeline and that the "real" her died in that weapons test instead of being thrown across the multiverse. These questions tend to haunt her late at night, especially when she has had too much to drink. However, she can take some cold comfort in the fact that whatever the case may be, it only seems to affect her body and not her soul or mind, not that she would *EVER* admit to beliving in anything as spiritual as a "soul", at least when she was sober of course.    

 

On an unrelated note, the only other surviving piece of her multiverse that she is aware of is a native flower (the closest analog in CU would be a "metallic rose") that she was wearing in her hair at the time of the test, it appears to exhibit the same style of regeneration and agelessness as she does. She lost the official uniform she was wearing shortly after finding herself in the second timeline and doesn't know whether or not it does or doesn't reconstruct as well although she would suspect that it should. (Due to fear of possible interference with the teleportation test she was not wearing her "amp" at the time.)

 

 

 

Dimensional Vortex / Tempest

 

She is able to tap into the raw energies that are swirling around the singularity by "opening up the floodgates". Yeah, various blasts, AoE Damage Shields, ect....  (For the most part I envision them as being relatively  short ranged and focused around her more than a "traditional blast'.)

 

 

 

 

"Magi-Tech" Based Powers:

 

 

Tinkering:

 

She is usually tinkering with some small gadget or another before discarding said object into hammerspace to be lost to the winds of time, in favor of another.

 

 

 

Insta-change Jewel:

 

Basically a "super closet" whatever clothing she might need she has, although said jewel is always incorporated somewhere in the outfit. -- I also imagine that other tech powers could be incorporated into the jewel, probably flight that is granted by wrapping the user in a weak "force field". The hero's jewel is usually mentally controlled using the hero's implant, although voice control can be activated if it is necessary for someone else to use the jewel.  

 

 

 

D-Psionic Translator Implant / Amp:

 

Her timeline was fragmented into various warring city states, many of whom purposely kept their cultures and languages as insular as possible in order to keep their civilians from realizing that they had more in common with each other than they did with many of their leaders. However, there are times when it is important to understand another language so this implant was designed to solve the problem without breaking the taboo of speaking a "lesser tongue" (Each city held that their language was the one true dialect and everyone else's was sinful and "dirty" at best.) Most of the civilians were wired with the interface plug upon earning full citizenship, but access to the "amps" which were required to make the implants actually work was highly controlled and only issued on a "as needed" basis. (The amp is plugged into a port that is located directly behind one's ear.) 

 

 

What the device actually does is access the information that intelligent beings impress upon the local "astral space" in order to translate both the written and spoken word. Although by default the amps are "read only" the hero realized that was a limitation that was purposefully built in and one of her projects was to modify the amps to work in both directions, with the ultimate goal of creating a psionic weapons platform (results were promising but other weapons remained more brutally effective), although a natural side effect allowed actual two way translation with everyone nearby. (This implant currently can only translate languages that have maintained a "critical mass" in the local astral, so "dead languages", cyphers, or an alien language that is only spoken by a few invaders can not currently be translated by the implant although the hero theorizes that is more of an engineering limitation to be overcome than a physical one. The hero's language is a notable exception due to her special nature thanks to the vortex giving her astral signature "extra" weight.)

 

In theory, this tech could be used to learn everything that anyone who has ever lived has known, but of course doing so would drive any living mind utterly insane.

 

 

*EDIT*

 

Just to clarify, I haven't clarified in my own mind what "local" actually means yet, although at the largest end would be whatever planet the hero is on...

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Two things to keep appart are Special Effects and Game effects. There is a game effect (what a power does). And the special effect (how the powers does that). Even if they special effect logically implies a limitation, you do not have to take that Limitation if you do not want too. Logic is the law being bent and ignored first when entering a superheroic world.
 

Regeneration/Agelessness:

Imagine for a moment that her arm was torn off and three witnesses decided to study her as it grew back, one completely normal, one has extremely powerful "micro-vision" and the other has the ability to see time/dimensional tidal forces.

The mundane would simply see what started as an arm shaped "haze" that would become steadily more "solid" until she had a fully functional arm once again.

"Micro-man" instead would see the various particles of her arm seemingly "rotate" out of an invisible state and "snap" into place, almost as if her arm was a jigsaw puzzle that was being put back together one subatomic bit at a time.

"Lady Hourglass" instead would see the naked dimensional vortex swirling in the place where her arm use to be, actually snatching the pieces of her intact arm out of the past in order to reconstruct them in the present. Hourglass is left more than a little nervous when it dawns on her that every time her friend gets a paper cut is a new instance of a seemingly unresolved paradox being born. Also unanswered is the basic question of "when" is the vortex getting the copy from?

That is mostly the special Effect. It does imply some game effects, as you apprently want "LS: Immunity to Aging" and "Regeneration, Can Heal Limbs".
That last sentence might be a source for a Complication or a minor personality quirk.
 
Questions:
What happens to the severed arm on the ground?
What speed are we talking about?
 

The hero personally theorizes that somewhere in the singularity itself is the exact moment when her timeline collapsed, forever frozen and unchanging and the vortex is using that moment as a template to repair its housing, namely her. Of course, the hero doesn't like to think about the related possibility that she may be nothing more than a copy of herself that is being used to house the corpse of an entire timeline and that the "real" her died in that weapons test instead of being thrown across the multiverse. These questions tend to haunt her late at night, especially when she has had too much to drink. However, she can take some cold comfort in the fact that whatever the case may be, it only seems to affect her body and not her soul or mind, not that she would *EVER* admit to beliving in anything as spiritual as a "soul", at least when she was sober of course.

On an unrelated note, the only other surviving piece of her multiverse that she is aware of is a native flower (the closest analog in CU would be a "metallic rose") that she was wearing in her hair at the time of the test, it appears to exhibit the same style of regeneration and agelessness as she does. She lost the official uniform she was wearing shortly after finding herself in the second timeline and doesn't know whether or not it does or doesn't reconstruct as well although she would suspect that it should. (Due to fear of possible interference with the teleportation test she was not wearing her "amp" at the time.)

Source for Psychological Complications, mostly. Lot of angsty stuff there. To much angsting might not fit for any give campaign.
The Rose might be target for Supervillains who try to use it/her universe as energy source. Or maybe just intereted in researching the effect. They might find stealing the rose easier then the whole Person.
 

Dimensional Vortex / Tempest

She is able to tap into the raw energies that are swirling around the singularity by "opening up the floodgates". Yeah, various blasts, AoE Damage Shields, ect.... (For the most part I envision them as being relatively short ranged and focused around her more than a "traditional blast'.)

Another things is that the name for a Hero System Power does not imply a special effect. "Shape Shift" is used for "an illusion spell that disguises yourself" to "appear on long range sensors like a Kobheerian Freighter". Darkness to Touch is just as viable as to Smell, Radio (broadband Radar and Radio Jammer) and Transdimensional Vortex Vision.
A Blast is really just a easy name for "Normal Damage Attack, Ranged, Does not adds damage from STR". It can and has been used for Bullets, Lasers, Green Lantern Enegry Fists and a dozen other things that do not "Blast" the enemy in any sense of the word.
 
There is the limitation "limited Range", but that one is really short (at tops 1/10 of the normal range).
But the main difference between HTH and Ranged attacks is that HTH attacks subject you to damage shields, counter HTH-Attacks and being grabbed, while Ranged Attacks do not.
 
 

"Magi-Tech" Based Powers:


Tinkering:

She is usually tinkering with some small gadget or another before discarding said object into hammerspace to be lost to the winds of time, in favor of another.

This could be the special Effect for a Gadget VPP. Be warned that VPP's are rather expensive and/or hard to change. But they do offer the widest selection of powers possible. Don't use it unless the stuff are low powered (low AP especially) or this is a major character part.

If you only want to focuss on finished stuff, try a Multipower instead.

There are rules for creating a Hammerspace to store stuff in, especially "Extradimensional Space" from APG II 27. There is an alternative trick using Shrinking.
 

Insta-change Jewel:

Basically a "super closet" whatever clothing she might need she has, although said jewel is always incorporated somewhere in the outfit. -- I also imagine that other tech powers could be incorporated into the jewel, probably flight that is granted by wrapping the user in a weak "force field". The hero's jewel is usually mentally controlled using the hero's implant, although voice control can be activated if it is necessary for someone else to use the jewel.

Opinions on how to change Clothing differ. Some say it is free, unless it is used for actuall game effect regulary (like hiding in a Crowd). Some say you need the "Instant Change" Power from 6E1 (a limited Cosmetic Transform).
 
Actually having clothes that grant powers is a whole nother story.
 
Having you powers you can lend others is also a totall different story and something many GM's are warry about. Ocassionally (1-2 times per campaign) lending stuff might be okay if the stuff can be taken by villains as well.
Regulary would require a Useable by others Advantage. And can wreak havok on the game balance. Just think about Hulk wielding Thors hammer. The hammer is there to bring Thors HTH-damage into the same league as hulks bare fists (around 60 STR). Combining those is not a good idea for game balance.
 

D-Psionic Translator Implant / Amp:

Her timeline was fragmented into various warring city states, many of whom purposely kept their cultures and languages as insular as possible in order to keep their civilians from realizing that they had more in common with each other than they did with many of their leaders. However, there are times when it is important to understand another language so this implant was designed to solve the problem without breaking the taboo of speaking a "lesser tongue" (Each city held that their language was the one true dialect and everyone else's was sinful and "dirty" at best.) Most of the civilians were wired with the interface plug upon earning full citizenship, but access to the "amps" which were required to make the implants actually work was highly controlled and only issued on a "as needed" basis. (The amp is plugged into a port that is located directly behind one's ear.)


What the device actually does is access the information that intelligent beings impress upon the local "astral space" in order to translate both the written and spoken word. Although by default the amps are "read only" the hero realized that was a limitation that was purposefully built in and one of her projects was to modify the amps to work in both directions, with the ultimate goal of creating a psionic weapons platform (results were promising but other weapons remained more brutally effective), although a natural side effect allowed actual two way translation with everyone nearby. (This implant currently can only translate languages that have maintained a "critical mass" in the local astral, so "dead languages", cyphers, or an alien language that is only spoken by a few invaders can not currently be translated by the implant although the hero theorizes that is more of an engineering limitation to be overcome than a physical one. The hero's language is a notable exception due to her special nature thanks to the vortex giving her astral signature "extra" weight.)

Right now:

Universal Translator. Note that in many games language barriers will be completely ignored. Ask your GM if that could fall under the "What not to spend points on" rule.

 

Later:

Might have Universal Voice in addition to it.

Psionics weapons Platform:

Here you enter the realm of another archetype - the mentalist.
 

In theory, this tech could be used to learn everything that anyone who has ever lived has known, but of course doing so would drive any living mind utterly insane.

So you have an Special Effect for Learning Skills in addition to doing it the normal way.

If you plan on having her learn skills on the fly, this could be a game balance problem. While it is not impossible to make a Skill only VPP, this presents some problems for game balance.

 

One big problem for new HERO players is actually limiting themself to one archetype. Right now it seems like you want a Blasting, Immortal, Gadgeteer with side Powers like Flight or maybe even a big selection of secondary powers. Wich later also becomes a mentalist. That is just not going to fit into 400 Points, at least not without being bad at everything.

 

You would have to focus on just one archetype. Try thinking of group interpretations of established Characters instead of thier Solo Versions. Group versions are much more likely to fit into one archetype or the other. In Solo Mode Tony Stark/ironman has Armors for just about any Arechtype in the book (and the wierdest specialised cases). In groups he is mostly flying around as a flying blaster with some science and tech skills (wich might not actually come into play outside of Exposition). Ignore everything they only showed once ore twice in any Interpretation (those would fall under the Power Skill).

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I envision her primary gimmick as being immortal with the rest of it being secondary at best.

 

 

Perhaps it might help to describe the mmo character that evolved as a translation of the concept. In gaming terms she is the "off tank" that holds aggro through the liberal usage of pbAoE powers coupled with a ranged one-two combo that is really only useful against single boss fights. (She solos just fine, in fact tends to do better without a group than with one.)

 

 

 

In pnp terms I see her as functioning as a slightly more rounded Wovlerine, except instead of claws she has her energy vortex.

 

 

....

 

Food delivered, will add more later....

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It's not really possible to "control Aggro" in a P&P RPG*. The closest we have to a tank is a Brick: Top defense, Top CON, Top STUN, Top Rec, and usually top STR.

Defenses, Con & Stun allow them to take a lot of damage without being stunned.

STR makes them pretty resistant to grabs and entangles while also allowing them to grab foes (wich have a hard time breaking out).

High recovery means they can recover thier stun fast. It also means that can be a bit more liberal with using full STR/END.

 

You only seem to want the Defenses/Con/Stun part.

If one does not have the STR to counter entalges and grabs, Teleport and Desolidification can be used instead. Damage Shield might also be effective.

Instead of using grabs one can also use entangle.

 

You would still have a problem:

Using STR is cheaper then having to use Entangle and Teleport/Desolid. You get 10 STR for free and can do Normal Damage, Grab, break Grab and break Entangle with it. Even if you use a Multipower, Entangle, Teleport, Desolid, Normal Damage Attacks, Damage Shields and the like will be more expensive.

 

AoE attacks in HERO are only usefull to taking down mooks and the occassional "low-defense-high-CV" Super (Speedsters and Martial Artists in particular).

 

Damage shields are mostly there to deter foes from attacking you in melee (inlcuding grabs), can break entangles and augment own melee attacks - if they have enough raw power to actually get damage through. You could make a NND version against targets with STUN and a Killing Attack version vs. Entangles.

 

Ersatz bricks are often build with Density Increase or Growth, as they can cheaply give you lot's of STR. Those two are also very effective in power frameworks.

 

*It is possible to make a Mind Control build to let foes attack you. It can even have the special effect of taunting the foe verbally (think Spiderman's mouth). Depending on the GM you might be able to pull something similar with Presence Attacks, but MC is the power you have to use if you want it to work reliably. I also have an idea of using Mental Illusions, but that one requires actuall mental powers.

 

 

You might want to look at this overview over powers I wrote. Might give you some ideas what to use:

http://www.herogames.com/forums/topic/85482-power-guide/

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I envision her primary gimmick as being immortal with the rest of it being secondary at best.

 

Perhaps it might help to describe the mmo character that evolved as a translation of the concept. In gaming terms she is the "off tank" that holds aggro through the liberal usage of pbAoE powers coupled with a ranged one-two combo that is really only useful against single boss fights. (She solos just fine, in fact tends to do better without a group than with one.)

 

In pnp terms I see her as functioning as a slightly more rounded Wolverine, except instead of claws she has her energy vortex.

 

Well like Chris said there's no real aggro mechanics in the game. If you want to Annoy /Anger something you Role Play it and use Presence attacks

 

I think that Chris forgot about "Pocket Bricks" which are high defense lower strength Bricks. They usually have other powers than just being strong and tough. So we can make her a Pocket Brick.

 

I like to think of powers as first What the power looks like to the characters, then by what game mechanic(power) is used to achieve that effect.

 

Her Regen I would handle 2 ways. First it's instant effects from when an attack hits her and she looks like she gets damaged, but most of it instantly heals. That would be Resistant Protection. IMHO it would be Hardened because it makes 0 sense for an Armor piercing attack to do extra damage to this Special effect

 

I have been playing around with her build a bit in Hero Designer. You have a VERY ambitious power set and not a lot of points to spend. So I focused on her Time Vortex and figured it would just be Hand to Hand attack. To simulate range I gave her Stretching which would be her Distorting the Vortex to "reach out and Touch someone" she can't do anything with the stretching but damage people with her vortex.

 

BTW I don't know if your GM is using the Champions Universe or not, but this character seems to be somewhat similar to one of the big bads in the CU called  Empress Istvatha V'han Who rules a thousand different universes. She might see your character as a threat. She is detailed in Book of the Empress. Your character could even be an alternate or perhaps one of V'han's lost family members.

http://www.herogames.com/forums/store/product/19-the-book-of-the-empress-bookpdf/

 

She also needs skills to round her out and more disads.

Time Queen.hdc

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Time Queen


VAL    CHA    Cost    Roll    Notes
20    STR    10    13-    HTH Damage 4d6  END [2]
20    DEX    20    13-
20    CON    10    13-
23    INT    13    14-    PER Roll 14-
15    EGO    5    12-
20    PRE    10    13-    PRE Attack: 4d6
9    OCV    30
8    DCV    25
3    OMCV    0
3    DMCV    0
5    SPD    30    Phases:  3, 5, 8, 10, 12
10    PD    8    10/25 PD (0/15 rPD)
10    ED    8    10/25 ED (0/15 rED)
15    REC    11
40    END    4
15    BODY    5    
40    STUN    10

Movement    Cost    Meters    Notes
RUNNING    0    12m/24m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward


TELEPORTATION        40m/80m


Characteristics Total: 199

Cost    Powers
45    Timeless body: Resistant Protection (15 PD/15 ED), Hardened (+1/4); Unified Power (Time Powers; -1/4) - END=0
5    Life Support  (Longevity: Immortal) - END=0
10    Timeless Body: Power Defense (10 points) - END=0
17    Timeless Body: Regeneration (1 BODY per Turn), Can Heal Limbs; Unified Power (Time Powers; -1/4) - END=0
      - END=
27    Time Vortex: Hand-To-Hand Attack +8d6; Hand-To-Hand Attack (-1/4), Unified Power (Time Powers; -1/4) - END=4
7    Time Vortex distortion: Stretching 20m; Only To Cause Damage (-1/2), Always Direct (-1/4), Limited Body Parts (Only fist; -1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4), Unified Power (-1/4) - END=2
32    Time/Wormhole: Teleportation 40m; Unified Power (Time Vortex Powers; -1/4) - END=4
6    Instant Change : Cosmetic Transform 2d6 (Current Clothing into any other Clothing), Improved Results Group (+1/4); Unified Power (Time Vortex Powers; -1/4) - END=1

Powers Total: 149





Value    Complications
15    Hunted:  Empress  Istvatha V’han Infrequently (Mo Pow; Harshly Punish) [Notes: She is the ruler of a Thousand worlds though the multiverse.]

Complications Points: 15

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 348
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Hmm, would this build work the way I think it does?

 

 

 

Outside of "Hero Mode", she is basically a very intelligent immortal and regenerating "elite solider" with an interesting gadget that grants her the ability to instantly learn any language, flight, and an on-board computer. The "amp" itself is clicked into place behind her ear and kind-of looks like a Bluetooth earpiece. If destroyed she is capable of creating another amp, although she'll miss it in the meantime as her native language isn't spoken in this Timeline. (Speaking of which, is limiting a VPP to language only game breaking or "merely" a fairly useful flavor power in order to avoid any possible language barriers? Which are occasionally enforced, in part due to my character's extra-dimensional origins.) 

 

 

When she "goes hero" (by activating her defenses which FX is her natural "reconstruction" kicking into overdrive) she gets a distinctive aura as well as becoming much stronger and tougher... (The aura becomes more noticeable the more she amps up her powers, which honestly there isn't much reason for her NOT to run at full power.)

 

She is able to "jump" to just about anywhere in the multiverse, although her trip always takes her through the pocket dimension that she calls "The Eye" (The extra time represents her landing in "The Eye" and then making a second jump to her destination.), although doing so leaves her temporarily drained as well as somewhat battered. (4d6 Penetrating damage is what 30 Active Points comes out to, "The Eye" is not a friendly place and if she ever learns to use this as an attack the threat of leaving someone in The Eye is basically a death sentence. (I envision this is a tactic that her " rival future self" uses on occasion, much to the "present hero's" horror, at least at first.)

 

Given her basic role as a brick is there any real reason not to simulate her vortex abilities as raw STR (defended with ED) coupled with truly indirect combat only Stretching (I don't see her as having much control at range, just damage, grapples, and knockbacks mostly...)

 

 

 

Her Secret ID is worth less points to her than normal in large part because she doesn't care about keeping the secret as much as most heroes does. Of course she WANTS to keep her hero life and private life separate, but if she were to be exposed it probably wouldn't change her life very much.

 

 

Her natural movements are slightly lower than default because she walks with a very slight limp (Her regeneration can't heal it because it existed before her timeline collapsed.), and is a possible "tell" for her Secret ID.

 

 

 

 

....Time for bed, I'll get into her revised background later....

Rebekah O'Conner.HTML

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The Language VPP is pure Cheese.

The Character does 17d6 Damage which is a LOT
If I were your GM I would have you bring it down to a more reasonable 12d6 or even a 14d6 (since her speed is 4)

She also has a 42 CON which pretty much makes her unstunnable (it would take a 63pts of Stun in one hit to Stun her)
I would recommend dropping it to 30 Con which will still take 51Stun to Stun her (12d6 does 42 stun on an average roll, 14d6 does 49 stun on average).

Since she looks very different when she's powered up. I would recommend using OIAID instead of Linked. It's the Same limitation.

Find a point and increase her Int to 23 so she can have a base 14- on her Perception roll, and all Intelligence based skills.
 

Actually buy the Universal Translator power. Ditch the VPP cheese.

You can't buy stats to 0 they must be at least 1 (PD and ED) Most people have SOME defenses. so a 4 or a 5 isn't too far out.

Other than those things. Nice build!

BTW check the book for the Proper way to write up Instant Change. I kind of faked it from memory which isn't working really well now. Or perhaps someone else will check in.

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Getting ready for church so I'll respond longer tonight, but thanks for the feedback...

 

 

(A few quick jotted thoughts)

 

 

The language VPP doesn't quite work the same way as Universal Translator, but you're right about the cost being cheese so tonight I'll run the two side by side in HD and see what I need to do to get the effectiveness and costs more in line with each other.

 

 

If it is allowed, I'm thinking about "locking out" her natural STR while using stretching, that by itself would lower her damage to 15d6, and then dropping her vortex STR somewhat would free up a few points.

 

 

Got to thinking about her Complications, so I think I'll change them around some and probably add "watched" in there because of some of the hijinks I imagine her future self pulling. 

 

Thanks...

 

 

*EDIT*

 

What type of speed score should a super hero be running anyways? I dropped it to four from your build mostly to free up points.

 

 

*EDIT 2.0*

 

Evening out the Language VPP and Universal Translator simply can't be done without breaking the spirit of the rules it seems... Very well.

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4-6 spd is generally the range for supers. seeing as you still want to throw a LOT of dice staying at spd 4 is probably best.

 

it's a real good idea to drop the damage to 14d6. Believe me when I say that it's a lot of damage.

 

I'll add to this later. Need to sleep more to get rid of this stupid cough

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