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The Ram - SACOH - 6E (My take anyway)


rjd59

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 Been awhile since I posted anything useful on the forums, (and some may say still haven't aftere reading this! LOL) so I thought I'd share the following.

 I was looking for a villian to put into a specific storyline, and remembered the Ram from Enimies of San Angelo. Don't know why, but I've always liked this guy. No particular reason, he's not that spectacular really. Anyway, I took out and dusted off my copy of the book, opened my HD, and this is what I came up with for 6E for him.  I did this awhile ago, but if I remember correctly, I didn't have to make many if any at all changes as he pretty much came up to 400 pts as it was. 

 

 

The Ram

Harold "Junior" Baker

 

VAL  CHA Cost  Roll   Notes

40     STR  30     17-    HTH Damage 8d6  END [4]

18     DEX  16     13-

24     CON 14     14-

10     INT   0       11-    PER Roll 11-/14-

10     EGO 0       11-

23     PRE  13     14-    PRE Attack: 4 1/2d6

6       OCV 15

6       DCV 15

3       OMCV        0

3       DMCV        0

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

24     PD    22     24/34 PD (0/10 rPD)

20     ED    18     20/30 ED (0/10 rED)

15     REC 11

48     END 6

15     BODY        5      

60     STUN         20

 

Movement Cost  Meters       Notes

RUNNING 0       30m/60m   END [3]

SWIMMING        0       4m/8m       END [1]

LEAPING  0       22m  22m forward, 11m upward

 

 

Characteristics Total: 215

 

 

Cost  Powers

60     Horns: Multipower, 60-point reserve - END=

5f      1)  Battering Attack: Hand-To-Hand Attack +8d6, Double Knockback (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/4) - END=6

3f      2)  Goring Attack: Killing Attack - Hand-To-Hand 2d6 (4 1/2d6 w/STR) (30 Active Points) - END=3

            - END=

7       Thick Skull: Armor 8 PD, 0 BODY (up to 1m long, 1m tall, and 1/2m thick) (15 Active Points); Only vs Move-through or Move-by damage Rare attack (-1) - END=1

30     Resistant Protection (10 PD/10 ED) - END=0

6       Knockback Resistance -6m - END=0

18     Running +18m (30m total) - END=2

9       Leaping +18m (22m forward, 11m upward) - END=1

6       +3 PER with Smell/Taste Group - END=0

 

Powers Total: 144

 

Cost  Martial Arts

          Dirty Infighting

4       1)  Punch:  1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike

4       2)  Eye Gouge:  1/2 Phase, -1 OCV, -1 DCV, Flash 4d6

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

3       4)  Tackle:  1/2 Phase, +0 OCV, +0 DCV, +v/5; You Fall, Target Falls

 

Martial Arts Total: 15

 

Cost  Skills

20     +2 with All Attacks

6       +3 with Tackle

           

3       Combat Driving 13-

3       Mechanics 11-

3       Streetwise 14-

2       CK: San Angelo 11-

2       KS: Flaming Skulls Motorcycle Club 11-

2       KS: Outlaw Motorcycle Clubs 11-

2       KS: San Angelo Underworld 11-

2       KS: White Supremists 11-

 

Skills Total: 45

 

Cost  Perks

1       Fringe Benefit (0 Active Points)

 

Perks Total: 1

 

 

Value         Complications

15     Distinctive Features:  Ram's Horns (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15     Hunted:  Local Law Enforcement Very Frequently (Less Pow; NCI; Limited Geographical Area; Harshly Punish)

5       Money: Poor

15     Physical Complication:  Vegetarian (Frequently; Slightly Impairing) [Notes: Meat makes him ill.]

5       Psychological Complication:  Hates being called Harold (Uncommon; Moderate)

5       Psychological Complication:  Loyalty to Flaming Skulls (Uncommon; Moderate)

10     Psychological ComplicationViolent:  (Common; Moderate)

20     Psychological Complication:  White Supremacist (Very Common; Strong)

5       Negative Reputation:  Violent thug, Infrequently

15     Unluck: 3d6

 

Complications Points: 110

 

Base Points: 400

Experience: 20

Experience Unspent: 0

Total Character Cost: 420

 

 

Edited:

Gave him the Tackle and changed the CSL to work with Tackle like Hyper-Man suggested. (Was a great idea actually!)

Also downloaded the text export he suggested and posted the results above.

I also posted the updated HDC file.

 

Thanks for the insight Hyper-Man!

The Ram.hdc

post-128-0-85575000-1451985936_thumb.jpg

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Nice bruiser.

 

I could see him giving a rookie Man of Steel a good fight.

 

Since you have CSL's with Move Through you might consider adding the Tackle Martial maneuver to his Dirty Infighting and changing the CSL's to work with it instead. The big difference is that there is no velocity based OCV Penalty for using it (unlike Move Through).

 

From Hero System Martial Arts page 28:
 

DIRTY INFIGHTING/FISTICUFFS/CINEMATIC BRAWLING

3 Tackle +0 -1 STR +v/10 Strike; You Fall, Target Falls

 

 

You also might want to re-post him using a 6e text export.  The one you used appears to be 5e because it doesn't show OCV & DCV as their own characteristics.

 

Here's a link to one:

http://www.herogames.com/forums/files/file/94-txt-6e-straight-text-export-gordon-feiner/

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For his first power (Battering Attack), are we looking at a 16d6 Double KB attack here (Str + power)?

 

Yes,

 

In 6e, any STR or Maneuver damage added to a HA with Advantages gets prorated.  In this case the bonus from STR & Maneuver would be 2/3 of normal.  So 40 STR would add 5DC and Tackle would add 3DC for a final total of 16d6 x2KB.  Considering that he needs a head of steam to get up to full speed (Accelerating 10m per 2m moved) it's not an easily repeatable attack.

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