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Trencher

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  1. Haha
    Trencher reacted to massey in Representation Matters   
    He’s not hairy enough for my gaming group.
     
    A bit on the thin side too.
  2. Like
    Trencher reacted to Badger in Star Wars 8 complaint box   
    I can sort of see Han and Leia being split, that relationship definitely ran hot.  But, yeah, not really a good explanation for not being there.
     
    Obi-wan and Yoda to my knowledge were never shown contemplating murdering someone in their sleep.  
  3. Haha
    Trencher reacted to Old Man in Star Wars 8 complaint box   
  4. Like
    Trencher reacted to pruttm in Easiest system game   
    Marvel Superheroes (http://classicmarvelforever.com/cms/)
  5. Haha
    Trencher reacted to Christopher R Taylor in Titans   
    No, sorry, thought it was this one:
     
     
     
    Yeah, this is serious, but its the wrong kinda serious, heh.
  6. Like
    Trencher reacted to Markdoc in What happened to markdoc?   
    Oh come now, I have always been the meekest and mildest of men

    Anyway, nice to see all the comments - Old Man contacted me and mentioned this thread, so I thought I would post. I wasn't actually banned back in the day, but Simon did give me a warning about making rude comments in a political thread during the last US presidential elections. I didn't think the comment was terribly out of line, to be honest, but these are Simon's boards, and I appreciated the effort he goes to in maintaining them, so rather than giving offence I said I'd bow out during the elections and come back when things were quieter.
     
    That was actually the plan buuut ... you know how these things go. By the time the election was over, I had a new job in a new country, and I was busy with all kinds of stuff (work, and being a tourist, mostly). Then there came another international move, and then we bought an old house that we are doing up, and I was active on other sites .... basically, I kept meaning to drop in, but never got around to it. 
     
    I'm still gaming regularly and carrying on much as before: hope everything is cool with you guys.
     
    cheers, Mark
  7. Like
    Trencher reacted to Cancer in Low Level, Mid Level, High Level.   
    Low:  High medieval fantasy.  Go into the seedy side of the old, corrupt port of Darkhaven and hire a slightly-more-clever-than-average thug to snuff out a neighborhood bully who came within an ace of raping your daughter.
     
    Medium: Pulp era.  A senior detective on the South Side is getting too close to unraveling your web of extortion and loan-sharking.  Simply having him gunned down will bring in much more heat than you can handle.  Cultivate an understanding with the precinct's mechanic, so that ultimately the detective will get the car with faulty brakes at a crucial moment.
     
    High: Cold War espionage.  Stasi are setting up the kidnapping of an Italian physicist when he visits a conference at the Free University in Berlin next month; rumors in the physics community suggest Professor Secchi has a theory breakthrough that will allow the development of medium-yield nuclear warheads much more compact than existing (1960) tech can make ... maybe small enough to fit in a lunchpail.  Key to their effort is a Vice-consul LeBlanc in the French Consulate in Berlin, who was a college friend of Secchi while both were undergraduates in Paris; Stasi has got to LeBlanc somehow (the CIA hasn't figured out how yet) and the plan revolves around the two old friends getting together before the conference begins, and LeBlanc getting Secchi off-guard enough so he can be quickly trundled into the Communist Zone.  [N.B.: in 1960 the Berlin Wall had yet to be built, so crossing between West and East was much easier than would be the case after August 1961.]  Your task: arrange for LeBlanc to be killed in some untraceable way -- i.e., by someone who doesn't know and won't figure out you're an American agent -- during the sixteen hours between Secchi's arrival at Tempelhof and the planned abduction from LeBlanc's residence at the Consulate.  Any earlier than that, and Stasi will put Plan B into effect, and there's no leads on how that works.
     
    Next up: You're a pirate.  Over there are ninjas.  
  8. Like
    Trencher got a reaction from Cancer in Low Level, Mid Level, High Level.   
    Low level: A naive princess ran away with a actors troupe, unfortunaly they were goblins in disguise. She ran away when they tried to eat her and hid in an abandoned tower, barricading the door. Now she sits in a tower yelling for heroes to rescue her while a bunch of weirdly dressed goblins sits around the tower trying to negation for her to get down. "If you come down we only eat your arms"
     
    Mid Level: The party is approached by a lady in waiting who offer the adventures a sizable sum to help the princess win her true love. The king has declared that whom ever slays the huge dragon or other evil that terrorize the kingdom will get the princess hand in marriage. The princess wants to marry this other guy  but even though he is really nice he is not capebale of killing a dragon. The plan is that the players pretend the kidnap the princess and then her chosen suitor will save her. After that he will certainly get her hand in marriage. The twist is that the Lady in waiting is a SPY working for another kingdom when the princess is taken to the agreed upon place the party will be ambushed by a special strike team consistent of soldiers and specialists from the other kingdom.
     
    High Level: Riots break out all over the kingdom as huge swats of men starts fighting each other to win the love of a beautiful princess that wanders across the land. The party is tasked to find and stop this chaos. The princess is a young godless of love, she dont understand how to interact with our world and does not realize the damage her divine being is doing to the families and hearts she comes across. She is invincible in combat for most mortal heroes and her beauty is impossible to withstand unless you dont like women.Not only that in her wake is not only chaos of men fighting each other over her but animals becomes huge and dangerous, plants become alive and starts eating people and so on. Further complicating things is that she is being tracked by the gods of evils most dangerous agents who have the right to kill her since she walks the mortal world before it is her time to do so. And they are eager to destroy this godling before she become a real threat.
    The agents are: a fallen angel dressed all in black robes with his white wings creating a sharp contrast, his face is pale white and twisted, his eyes black and gold and the white of the eye is pale blue. He fights with his magic bow and his book of stolen spells.
     
    An black horse, this ancient beast god have been depowered and bound into this form by the evil god or gods. Its rage is enormous and he blames mortals for turning their back on him and waking him enough so that the gods of evil could bind him. Its jagged mouth have sharp shark like teeth and both its mouth and eyes glows with red infernal light as this being can breath fire that does not damage to material things exept it makes the blood boil in mortals. 
     
    A small brick like being made out of grey rubbery material. The upper side of the brick have a huge blue lipped mouth that constantly scream curses and eyes all over. It can take over mens minds and kill with a tought. 
     
    A large stone like man made up by thousands of little rocks. His eyes gleam infernal red and he can shoot swarms of flint sharp rocks turning everyone of his victims to so much red mist.
  9. Like
    Trencher got a reaction from tkdguy in Pathfinder   
    I recently picked up Villains codex from the pathfinder line because I am a lazy GM and wanted write up of villains I could just insert in my game without much work. Quite often the villians write up refered rules that were written up in books that I did not have. Several feats that were written up in their stat lines were taken from other books as well. And the feats and rules were not explained in the Villains codex. 
    I pick up a hero games villain book the write ups are understandable just from reading straight. 
    How ever the biggest advantage with Hero games is still this:
     
    Fire missile: 1d6 energy rka persistent. 
    Lighting missile: 1d6 energy rka +2 stun
    Frost missile: 1d6 rka energy plus 2t6 cumulative speed drain
    Acid missile 1d6 rka energy double penetrating + 3 ocv to hit
    Flint missile 2d6 rka versus Physical defence
    Razor missile 1/2 d6 rka Armour Piercering versus Physical defense x2 endurance
     
    Each one of these simple write up powers have a diffrent game play "feel" for little cost work. Both when it came to come up with the idea and to actually write it up. 
     
    Compare that to spells and feats in Pathfinder. I think you guys will see what I mean.
     
  10. Like
    Trencher reacted to Ragitsu in Low Level, Mid Level, High Level.   
    "Evil Library"
     
    Low Level: In a horrific turn of events, PCs uncover a fledgling necromancer's study; his journals - all of them - are bound in human skin.
     
    Mid Level: Years after the protracted seige of Feldmar, the largest library still retains a healthy residue of demonic energies and assorted ill-tempered spirits (poltergeists). Books are liable to fly erratically for no rhyme or reason. Spells are randomly cast from tomes which were once available to the public.
     
    High Level: Walter Keogh is a man with a depraved love of knowledge. After decades of struggling to amass a considerable storehouse of intellectual treasure, he now retains a collection of living beings from various planes of existence in suspended animation. By passing equiangular non-quadrilateral hexagon mindstones over their heads (or what passes for a braincase on some of them), he is able to quite literally read them like an open book; their memories are projected through the stones and into the air as ethereal script.
     
    --- --- ---
     
    Next topic: "Assassin's Contract"
  11. Like
    Trencher reacted to Cassandra in 5th Edition 250 Points Superheroes Random Generator   
    Generic Superhero Generator
     
     
    Superhero/Super-Villain - Roll 1d6
     
    Superhero (1-5)
    Super-Villain (6) [Note: Roll for Superhero Type, then add Criminal Skill Set and appropriate Disadvantages]
     
     
    Superhero Type - Roll 2d6 For List.  Then Roll 2d6 For Superhero Type.
     
    List (2)
    Brick (2)
    Energy Projector (3)
    Gadgeteer (4)
    Martial Artist (5)
    Mentalist (6)
    Metamorph (7)
    Mystic (8)
    Patriot (9)
    Powered Armor (10)
    Speedster (11)
    Weapons Master (12)
     
    List (3)
    Energy Projector (2)
    Gadgeteer (3)
    Martial Artist (4)
    Mentalist (5)
    Metamorph (6)
    Mystic (7)
    Patriot (8)
    Powered Armor (9)
    Speedster (10)
    Weapons Master (11)
    Brick (12)
     
    List (4)
    Gadgeteer (2)
    Martial Artist (3)
    Mentalist (4)
    Metamorph (5)
    Mystic (6)
    Patriot (7)
    Powered Armor (8)
    Speedster (9)
    Weapons Master (10)
    Brick (11)
    Energy Projector (12)
     
    List (5)
    Martial Artist (2)
    Mentalist (3)
    Metamorph (4)
    Mystic (5)
    Patriot (6)
    Powered Armor (7)
    Speedster (8)
    Weapons Masters (9)
    Brick (10)
    Energy Projector (11)
    Gadgeteer (12)
     
    List (6)
    Mentalist (2)
    Metamorph (3)
    Mystic (4)
    Patriot (5)
    Powered Armor (6)
    Speedster (7)
    Weapons Master (8)
    Brick (9)
    Energy Projector (10)
    Gadgeteer (11)
    Martial Artist (12)
     
    List (7)
    Metamorph (2)
    Mystic (3)
    Patriot (4)
    Powered Armor (5)
    Speedster (6)
    Weapons Master (7)
    Brick (8)
    Energy Projector (9)
    Gadgeteer (10)
    Martial Artist (11)
    Mentalist (12)
     
    List (8)
    Mystic (2)
    Patriot (3)
    Powered Armor (4)
    Speedster (5)
    Weapons Master (6)
    Brick (7)
    Energy Projector (8)
    Gadgeteer (9)
    Martial Artist (10)
    Mentalist (11)
    Metamorph (12)
     
    List (9)
    Patriot (2)
    Powered Armor (3)
    Speedster (4)
    Weapons Master (5)
    Brick (6)
    Energy Projector (7)
    Gadgeteer (8)
    Martial Artist (9)
    Mentalist (10)
    Metamorph (11)
    Mystic (12)
     
    List (10)
    Powered Armor (2)
    Speedster (3)
    Weapons Master (4)
    Brick (5)
    Energy Projector (6)
    Gadgeteer (7)
    Martial Artist (8)
    Mentalist (9)
    Metamorph (10)
    Mystic (11)
    Patriot (12)
     
    List (11)
    Speedster (2)
    Weapons Master (3)
    Brick (4)
    Energy Projector (5)
    Gadgeteer (6)
    Martial Artist (7)
    Mentalist (8)
    Metamorph (9)
    Mystic (10)
    Patriot (11)
    Powered Armor (12)
     
    List (12)
    Weapons Master (2)
    Brick (3)
    Energy Projector (4)
    Gadgeteer (5)
    Martial Artist (6)
    Mentalist (7)
    Metamorph (8)
    Mystic (9)
    Patriot (10)
    Powered Armor (11)
    Speedster (12)
     
     
    Gender - Roll 1d6
     
    Male (1-3)
    Female (4-6)
     
     
     
    Brick
     
    Male Char Female
    50 STR 50
    15 DEX 18
    25 CON 25
    14 BODY 10
    13 INT 13
    10 EGO 11
    20 PRE 20
    18 COM 18
    25 PD 20
    15 ED 20
    4 SPD 4
    15 REC 15
    50 END 50
    52 STUN 48
    Total Characteristics Cost: 150 Points
     
    Cost Skills
    25 Skill Set
    Total Skills Cost: 25 Points
     
    Brick Type - Roll 1d6
     
    (1-2)
     
    Cost Powers
    10 Damage Resistance 10 rPD 10 rED
    15 EC [super-Strength]-15 Points
    35 1) EB 10d6
    15 2) Flight 10", 8x NCM
    Total Powers Cost: 75 Points
     
    (3-4)
     
    Cost Powers
    10 Damage Resistance 10 rPD 10 rEd
    16 ES: N-Ray Sight [Lead], Telescopic Sight +4
    30 Multipower (30 Points)
    3 u) Leaping +10", 8x NCM, No END (+1/2)
    3 u) Running +5", 8x NCM, No END (+1/2)
    3 u) Tunneling 6" DEF 6
    Total Powers Cost: 75 Points
     
    (5)
     
    Cost Skills
    2 Animal Handler [Aquatic Animals] 13-
    3 Bureaucratics 13-
    3 EM: Water
    3 High Society 13-
    3 Navigation [Air/Sea] 12-
    3 Oratory 13-
    3 Riding [Swimming Beasts] 12-
    2 Survival [Marine] 12-
    3 Tactics 12-
    Total Skills Cost: 25 Points
     
    Cost Powers
    10 Damage Resistance 10 rPD 10 rED
    20 ES: Active Sonar, UV Sight
    37 Flight 10", 8x NCM, Usable Underwater (+1/4)
    8 LS: Breathe Underwater, High Pressure, Intense Cold
    Total Powers Cost: 75 Points
     
    (6)
     
    Cost Skills
    3 Bump of Direction
    3 Bureaucratics 13-
    3 Combat Piloting [Combat Aircraft] 12- (M) or 13- (F)
    3 Computer Programming 12-
    4 EM: Zero-Gravity
    3 Navigation [Air/Space] 12-
    3 Systems Operation 13-
    3 TF: Large Aircraft, Science Fiction & Space Vehicles
    Total Skills Cost: 25 Points
     
    Cost Powers
    10 Damage Resistance 10 rPD 10 rED
    10 ES: Sight PER +2, Telescopic Sight +4
    30 Multipower (30 Points)
    3 u) FTL Travel 1000 LY/Year
    3 u) Flight 10", 8x NCM
    19 LS: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum, Self Contained
    Total Powers Cost: 75 Points
     
    Total Cost: 250 Points
     
    150+ Disadvantages
    10 DNPC: Loved One (Normal) 8-
    10 Hunted: Arch Enemy (As Powerful) 8-
    10 Hunted: Evil Organization (As Powerful) 8-
    10 Hunted: Government Agency (More Powerful/NCI/Watch) 8-
    20 PsyL: Code Of The Hero (Very Common/Strong)
    15 PsyL: Overconfidence (Very Common/Moderate)
    10 SocL: Secret Identity (Occasionally/Major)
    15 Vuln: Ambushes/Treacherous Attacks, 1 1/2x STUN (Very Common)
    Total Disadvantages Cost: 250 Points
     
     
     
    Energy Projector
     
    Male Char Female
    20 STR 15
    18 DEX 20
    20 CON 18
    12 BODY 11
    18 INT 18
    11 EGO 14
    15 PRE 15
    18 COM 18
    6 PD 5
    4 ED 5
    4 SPD 4
    10 REC 8
    50 END 50
    32 STUN 28
    Total Characteristics Cost: 100 Points
     
    Cost Skills
    25 Skill Set
    Total Skills Cost: 25 Points
     
    Energy Projector Type - Roll 1d6
     
    (1-2)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    50 Multipower (50 Points)
    5 u) EB 10d6
    5 u) Entangle 5d6 DEF 5
    5 u) Force Wall 10 rPD 10 rED
    15 EC [Energy]-15 Points
    15 1) Flight 10", 8x NCM
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    Total Powers Cost: 125 Points
     
    (3)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    15 EC [Energy]-15 Points
    35 1) EB 10d6
    15 2) Flight 10", 8x NCM
    15 3) FF +10 rPD +10 rED, No END (+1/2)
    30 4) Invisibility [sight], No Fringe, No END (+1/2)
    Total Powers Cost: 125 Points
     
    (4)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    50 Multipower (50 Points
    5 u) EB 10d6
    5 u) Flash [sight] 4d6, AE 3"r (+1), Personal Immunity (+1/4), 1/2 END (+1/4)
    5 u) Images [Sight/Hearing], PER -3, AE 8"r (+3/4), 1/2 END (+1/4)
    15 EC [Energy]-15 Points
    15 1) Flight 10", 8x NCM
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    Total Powers Cost: 125 Points
     
    (5)
     
    Cost Skills
    2 Animal Handler [Aquatic Animals] 12-
    3 Bureaucratics 12-
    3 EM: Water
    3 High Society 12-
    3 Navigation [Air/Sea] 13-
    3 Oratory 12-
    3 Riding [Swimming Beasts] 12-
    2 Survival [Marine] 13-
    3 Tactics 13-
    Total Skills Cost: 25 Points
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    15 EC [Energy]-15 Points
    35 1) EB 10d6
    22 2) Flight 10", 8x NCM, Usable Underwater (+1/4)
    15 3) FF +10 rPD +10 rED, No END (+1/2)
    10 4) HA +6d6, HTH Attack (-1/2)
    5 ES: UV Sight
    8 LS: Breathe Underwater, High Pressure, Intense Cold
    Total Powers Cost: 125 Points
     
    (6)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    50 Multipower (50 Points)
    5 u) EB 10d6
    2 u) HA +6d6, HTH Attack (-1/2)
    4 u) Telekinesis 30 STR
    4 u) Telekinesis 20 STR, Fine Manipulation
    15 EC [Telekinesis]-15 Points
    15 1) Flight 10", 8x NCM
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    Total Powers Cost: 125 Points
     
    Total Cost: 250 Points
     
    150+ Disadvantages
    10 DNPC: Loved One (Normal) 8-
    10 Hunted: Arch Enemy (As Powerful) 8-
    10 Hunted: Evil Organization (As Powerful) 8-
    20 Normal Characteristics Maxima
    20 PsyL: Code Of The Hero (Very Common/Strong)
    20 PsyL: Protective Of Innocents (Very Common/Strong)
    10 SocL: Secret Identity (Occasionally/Major)
    Total Disadvantages Cost: 250 Points
     
     
     
    Gadgeteer
     
    Male Char Female
    20 STR 15
    18 DEX 20
    20 CON 20
    12 BODY 10
    13 INT 13
    18 EGO 20
    15 PRE 15
    18 COM 18
    6 PD 5
    4 ED 5
    4 SPD 4
    8 REC 7
    40 END 40
    32 STUN 28
    Total Characteristics Cost: 100 Points
     
    Cost Skills
    25 Skill Set
    Total Skills Cost: 25 Points
     
    (1-2)
     
    Cost Powers
    45 Armor +15 rPD +15 rED
    50 Multipower (50 Points)
    5 u) EGO Attack 5d6
    5 u) EB 10d6
    5 u) Entangle 5d6 DEF 5
    5 u) Flight 10", 4x NCM, 8x NCM, 1/2 END (+1/4)
    5 u) FW 10 rPD 10 rED
    5 u) Mind Control 10d6
    Total Powers Cost: 125 Points
     
    (3-4)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    15 EC [Gadgetry]-15 Points
    15 1) Flight 10", 8x NCM
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    35 3) Mind Control 10d6
    15 4) STR +30
    15 5) Stretching 4", No END (+1/2)
    Total Powers Cost: 125 Points
     
    (5-6)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    50 Multipower (50 Points)
    5 u) EB 10d6
    5 u) Entangle 5d6
    5 u) Mind Control 10d6
    15 EC [Gadgetry]-15 Points
    15 1) Flight 10", 8x NCM
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    Total Powers Cost: 125 Points
     
    Total Cost: 250 Points
     
    150+ Disadvantages
    10 DNPC: Loved One (Normal) 8-
    10 Hunted: Arch Enemy (As Powerful) 8-
    10 Hunted: Evil Organization (As Powerful) 8-
    20 Normal Characteristics Maxima
    20 PsyL: Code Versus Killing (Very Common/Strong)
    20 PsyL: Protective Of Innocents (Very Common/Strong)
    10 SocL: Secret Identity (Occasionally/Major)
    Total Disadvantages Cost: 250 Points
     
     
     
    Martial Artist
     
    Male Char Cost
    20 STR 15
    18 DEX 20
    20 CON 18
    12 BODY 11
    18 INT 18
    11 EGO 14
    20 PRE 20
    18 COM 18
    8 PD 7
    6 ED 7
    4 SPD 4
    8 REC 7
    40 END 36
    32 STUN 28
    Total Characteristics Cost: 100 Points
     
    Cost Skills
    3 Acrobatics 13-
    3 Breakfall 13-
    10 CSL: HTH Combat +2
    3 Contortionist 13-
    5 Defensive Strike
    3 EM: Narrow Surfaces
    3 Lightning Reflexes
    3 3 Lightsleep 13-
    4 Martial Block
    4 Martial Disarm
    4 Martial Dodge
    3 Martial Throw
    2 Navigation
    Total Skills Cost: 50 Points
     
    Martial Arts Type - Roll 1d6
     
    (1-3)
     
    Cost Powers
    24 Armor +8 rPD +8 rED
    10 Clinging 20 STR (M) or 15 STR (F)
    15 EC [Martial Arts]-15 Points
    10 1) HA +6d6, HTH Attack (-1/2)
    15 2) Invisibility [Hearing], No Fringe, No END (+1/2)
    15 3) Running +5", 8x NCM, No END (+1/2)
    3 ES: PER +1
    8 Running +4"
    Total Powers Cost: 100 Points
     
    (4-6)
     
    cost Powers
    24 Armor +8 rPD +8 rED
    10 Clinging 20 STR (M) or 15 STR (F)
    15 EC [Martial Arts]-15 Points
    15 1) Flight 10", 8x NCM
    10 2) HA +6d6, HTH Attack (-1/2)
    15 3) Invisibility [Hearing], No Fringe, No END (+1/2)
    3 ES: Telescopic Sight +2
    8 Running +4"
    Total Powers Cost: 125 Points
     
    Total Cost: 250 Points
     
    150+ Disadvantages
    10 DNPC: Loved One (Normal) 8-
    10 Hunted: Arch Enemy (As Powerful) 8-
    10 Hunted: Evil Organization (As Powerful) 8-
    20 Normal Characteristics Maxima
    20 PsyL: Honorable (Common/Total)
    20 PsyL: Protective Of Innocents (Very Common/Strong)
    10 SocL: Secret Identity (Occasionally/Major)
    Total Disadvantages Cost: 250 Points
     
     
     
    Mentalist
     
    Male Char Female
    20 STR 18
    18 DEX 20
    20 CON 20
    12 BODY 10
    13 INT 13
    18 DEX 20
    15 PRE 15
    18 COM 18
    6 PD 5
    4 ED 5
    4 SPD 4
    8 REC 7
    40 END 40
    32 STUN 28
    Total Characteristics Cost: 100 Points
     
    Cost Skills
    25 Skill Set
    Total Skills Cost: 25 Points
     
    Mentalist Type - Roll 1d6
     
    (1-2)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    50 Multipower (50 Points)
    5 u) EGO Attack 5d6
    5 u) EB 10d6
    5 u) Mind Control 10d6
    15 EC [Mental Powers]-15 Points
    15 1) Flight 10", 8x NCM
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    Total Powers Cost: 125 Points
     
    (3-4)
     
    Cost Powers
    45 Armor +15 rPD +15 rED
    50 Multipower (50 Points)
    5 u) EGO Attack 5d6
    5 u) EB 10d6
    5 u) Flight 10",  4x Mass, 8x NCM, 1/2 END (+1/4)
    5 u) Mental Illusion 10d6
    5 u) Mind Control 10d6
    5 u) Telepathy 10d6
    Total Powers Cost: 125 Points
     
    (5-6)
     
    Cost Skills
    2 Animal Handler [Aquatic Animals] 12-
    3 Bureaucratics 12-
    3 EM: Water
    3 High Society 12-
    3 Navigation [Air/Sea] 12-
    3 Oratory 12-
    3 Riding [Swimming Beasts] 12-
    2 Survival [Marine] 12-
    3 Tactics 12-
    Total Skills Cost: 25 Points
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    15 EC [Mental Powers]-15 Points
    22 1) Flight 10", 8x NCM, Usable Underwater (+1/4)
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    10 3) HA +6d6, HTH Attack (-1/2)
    35 4) Mind Control 10d6
    5 ES: UV Sight
    8 LS: Breathe Underwater, High Pressure, Intense Cold
    Total Powers Cost: 125 Points
     
    Total Cost: 250 Points
     
    150+ Disadvantages
    10 DNPC: Loved One (Normal) 8-
    10 Hunted: Arch Enemy (As Powerful) 8-
    10 Hunted: Evil Organization (As Powerful) 8-
    20 Normal Characteristics Maxima
    20 PsyL: Code Of The Hero (Very Common/Strong)
    20 PsyL: Protective Of Innocents (Very Common/Strong)
    10 SocL: Secret Identity (Occasionally/Major)
    Total Disadvantages Cost: 250 Points
     
     
     
    Metamorph
     
    Male Char Female
    20 STR 15
    18 DEX 20
    20 CON 18
    12 BODY 11
    13 INT 13
    11 EGO 14
    20 PRE 20
    18 COM 18
    6 PD 5
    4 ED 5
    4 SPD 4
    10 REC 8
    50 END 50
    32 STUN 28
    Total Characteristics Cost: 100 Points
     
    Cost Skills
    25 Skill Set
    Total Skills Cost: 25 Points
     
    Metamorph Type - Roll 1d6
     
    (1)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    8 Armor +4 rPD +4 rED, Linked [Density Increase] (-1/2)
    15 EC [Metamorph]-15 Points
    22 1) Density Increase: Mass 6400kg, STR +30, KB -6", PD +6, ED +6, Cost END Only To Activate (+1/4)
    35 2) EB 10d6
    15 3) Leaping +10", 8x NCM,  No END (+1/2)
    15 4) Tunneling 6" DEF 6
    Total Powers Cost: 125 Points
     
    (2)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    20 Armor +10 rPD +10 rED, Linked [Growth] (-1/2)
    15 EC [Metamorph-15 Points
    35 1) EB 10d6
    22 2) Growth: Height 4", Width 2", Mass 6400kg, BODY/STUN +6, DCV -4, PER +4, Reach +2", STR +30, KB -6", Cost END Only To Activate (+1/4)
    15 3) Running +5", 8x NCM, No END (+1/2)
    3 ES: Telescopic Sight +2
    Total Powers Cost: 125 Points
     
    (3)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    50 Multipower (50 Points)
    5 u) EB 10d6
    5 u) Multiform: 250 Points
    5 u) Multiform: 250 Points
    15 EC [Metamorph]-15 Points
    15 1) Flight 10", 8x NCM
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    Total Powers Cost: 125 Points
     
    (4)
     
    Cost Powers
    45 Armor +15 rPD +15 rED
    15 EC [Metamorph]-15 Points
    15 1) Flight 10", 8x NCM
    30 2) Shape Shift [sight/Hearing/Touch], Limited Group of Shapes [Humanoid], Imitation, Cost END Only To Change Shape (+1/4)
    15 3) STR +30
    5 Transform: Instant Change [Any], Linked [shape Shift] (-1/2)
    Total Power Cost: 125 Points
     
    (5)
     
    Cost Powers
    30 Armor +10 rPD +10 rED
    25 EC [Metamorph]-25 Points
    25 1) EB 10d6
    25 2) Shrinking: Height .125m, Mass .025kg, PER -8, DCV +8, KB +12", Cost END Only To Activate (+1/4)
    20 Flight 10", 8x NCM, No END (+1/2), Linked [Shrinking] (-1/2)
    Total Powers Cost: 125 Points
     
    (6)
     
    Cost Skills
    3 Breakfall 
    5 CSL: HTH Attack +1
    3 Concealment
    3 Contortionist 
    5 Cramming
    4 Double Joined
    2 Navigation [Air] 
    Total Skills Cost:  25 Points
     
    Cost Powers
    45 Armor +15 rPD +15 rED
    10 Clinging 20 STR (M) or 15 STR (F)
    15 EC [Metamorph]-15 Points
    10 1) Desolid, Cannot Pass Through Solid Objects (-1/2), Does Not Protect Against Damage (-1)
    15 2) Flight 10", 8x NCM
    15 3) STR +30
    15 4) Stretching 4", No END (+1/2)
    Total Powers Cost: 125 Points
     
    Total Cost: 250 Points
     
    150+ Disadvantages
    10 DNPC: Loved One (Normal) 8-
    10 Hunted: Arch Enemy (As Powerful) 8-
    10 Hunted: Evil Organization (As Powerful) 8-
    20 Normal Characteristics Maxima
    20 PsyL: Code Of The Hero (Very Common/Strong)
    20 PsyL: Protective Of Innocents (Very Common/Strong)
    10 SocL: Secret Identity (Occasionally/Major)
    Total Disadvantages Cost: 250 Points
     
     
     
    Mystic
     
    Male Char Female
    20 STR 15
    18 DEX 20
    20 CON 20
    12 BODY 10
    13 INT 13
    18 EGO 20
    15 PRE 15
    18 COM 18
    6 PD 5
    4 ED 5
    4 SPD 4
    8 REC 7
    40 END 40
    32 STUN 28
    Total Characteristics Cost: 100 Points
     
    Cost Skills
    25 Skill Set
    Total Skills Cost: 25 Points
     
    Mystic Type - Roll 1d6 
     
    (1-2)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    50 Multipower (50 Points)
    5 u) EB 10d6
    5 u) Mental Illusion 10d6
    5 u) Telepathy 10d6
    15 EC [Magic]-15 Points
    15 1) Flight 10", 8x NCM
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    Total Powers Cost: 125 Points
     
    (3-4)
     
    Cost Skills
    2 Animal Handler [Aquatic Animals] 12-
    3 Bureaucratics 12-
    3 EM: Water
    3 High Society 12-
    3 Navigation [Air/Sea] 12-
    3 Oratory 12-
    3 Riding [Swimming Beasts] 12-
    2 Survival [Marine] 12-
    3 Tactics 12-
    Total Skills Cost: 25 Points
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    15 EC [Magic]-15 Points
    22 1) Flight 10", 8x NCM, Usable Underwater (+1/4)
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    10 3) HA +6d6, HTH Attack (-1/2)
    35 4) Mental Illusion 10d6
    5 ES: UV Sight
    8 LS: Breathe Underwater, High Pressure, Intense Cold
    Total Powers Cost: 125 Points
     
    (5-6)
     
    Cost Powers
    45 Armor +15 rPD +15 rED
    50 Multipower (50 Points)
    5 u) EB 10d6
    5 u) Mental Illusion 10d6
    5 u) Telepathy 10d6
    5 u) Teleport 10", 4x NCM, 8x NCM, 1/2 END (+1/4)
    10 ES: N-Ray Sight [Lead]
    Total Powers Cost: 125 Points
     
    Total Cost: 250 Points
     
    150+ Disadvantages
    10 DNPC: Loved One (Normal) 8-
    10 Hunted: Arch Enemy (As Powerful) 8-
    10 Hunted: Evil Organization (As Powerful) 8-
    20 Normal Characteristics Maxima 
    20 PsyL: Code Of The Hero (Very Common/Strong)
    20 PsyL: Protective Of Innocents (Very Common/Strong)
    10 SocL: Secret Identity (Occasionally/Major)
    Total Disadvantages Cost: 250 Points
     
     
     
    Patriot
     
    Male Char Female
    20 STR 15
    20 DEX 23
    20 CON 20
    15 BODY 10
    18 INT 18
    14 EGO 18
    20 PRE 20
    18 COM 18
    8 PD 7
    6 ED 7
    4 SPD 4
    10 REC 7
    50 END 40
    35 STUN 28
    Total Characteristics Cost: 125 Points
     
    Cost Skills
    2 AK: Home Country 11-
    3 Breakfall 13-
    3 Bureaucratics 13-
    3 Defense Maneuver I
    2 Navigation [Ground] 13-
    3 Oratory 13-
    3 Paramedic 13-
    3 Tactics 13-
    3 Teamwork 13- (M) or 14- (F)
    Total Skills Cost: 25 Points
     
    Patriot Type - Roll 1d6
     
    (1-3)
     
    Cost Powers
    24 Armor +8 rPD +8 rED
    50 Multipower (50 Points)
    5 u) EB 10d6
    2 u) Leaping +10", 8x NCM
    3 u) Missile Deflection [All Ranged Attacks] +5
    2 u) Running +5", 8x NCM
    3 u) STR +30
    3 ES: PER +1
    8 Running +4"
    Total Powers Cost:  100 Points
     
    (4-6)
     
    Cost Powers
    24 Armor +8 rPD +8 rED
    50 Multipower (50 Points)
    5 u) EB 10d6
    2 u) Leaping +10", 8x NCM
    2 u) Running +5", 8x NCM
    3 u) STR +30
    6 KB Resistance -3"
    8 Running +4"
    Total Powers Cost: 100 Points
     
     
    Total Cost: 250 Points
     
    150+ Disadvantages
    10 DNPC: Loved One (Normal) 8-
    10 Hunted: Arch Enemy (As Powerful) 8-
    10 Hunted: Random Super-Villain (As Powerful) 8-
    20 Normal Characteristics Maxima
    20 PsyL: Code Of The Hero (Very Common/Strong)
    20 PsyL: Superpatriot (Common/Total)
    10 SocL: Secret Identity (Occasionally/Major)
    Total Disadvantages Cost: 250 Points
     
     
     
    Powered Armor
     
    Male Char Female
    20 STR 15
    18 DEX 24
    20 CON 18
    12 BODY 11
    18 INT 18
    11 EGO 14
    15 PRE 15
    18 COM 18
    6 PD 5
    4 ED 5
    4 SPD 4
    10 REC 8
    50 END 50
    32 STUN 28
    Total Characteristics Cost: 100 Points
     
    Cost Skills
    25 Skill Set
    Total Skills Cost: 25 Points
     
    Cost Powers
    45 Armor +15 rPD +15 rED
    15 EC [Powered Armor]-15 Points
    35 1) EB 10d6
    15 2) Flight 10", 8x NCM
    15 3) STR +30
    Total Powers Cost:  125 Points
     
    Total Cost: 250 Points
     
    150+ Disadvantages 
    10 DNPC: Loved One (Normal) 8-
    10 Hunted: Arch Enemy (As Powerful) 8-
    10 Hunted: Evil Organization (As Powerful) 8-
    20 Normal Characteristics Maxima
    20 PsyL: Protective Of Innocents (Very Common/Strong)
    20 PsyL: Superpatriot (Common/Total)
    10 SocL: Secret Identity (Occasionally/Major)
    Total Disadvantages Cost: 250 Points
     
     
     
    Speedster
     
    Male Char Female
    20 STR 15
    23 DEX 26
    20 BODY 18
    12 BODY 10
    13 INT 13
    11 EGO 14
    15 PRE 15
    18 COM 18
    6 PD 5
    4 ED 5
    6 REC 6
    10 REC 8
    50 END 50
    32 STUN 27
    Total Characteristics Cost: 125 Points
     
    Cost Skills
    25 Skill Set
    Total Skills Cost: 25 Points
     
    Speedster Type - Roll 1d6
     
    (1)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    15 EC [Super-Speed]-15 Points
    35 1) EB 10d6
    20 2) Flight 15", 8x NCM, Only In Contact With A Surface (-1/4)
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    Total Powers Cost: 100 Points
     
    (2)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    15 EC [Super-Speed]-15 Points
    25 1) Desolid [Magic]
    20 2) Flight 15", 8x NCM, Only In Contact With A Surface (-1/4)
    15 3) FF +10 rPD +10 rED, No END (+1/2)
    10 4) HA +6d6, HTH Attack (-1/2)
    Total Powers Cost: 100 Points
     
    (3)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    15 EC [Super-Speed]-15 Points
    20 1) Flight 15", 8x NCM, Only On Contact With A Surface (-1/4)
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    10 3) HA +6d6, HTH Attack (-1/2)
    22 4) Invisibility [Sight], No Fringe, 1/2 END (+1/2)
    3 ES: PER +1
    Total Powers Cost: 100 Points
     
    (4)
     
    Cost Powers
    45 Armor +15 rPD +15 rED
    15 EC [Super-Speed]-15 Points
    25 1) Flight 15", 8x NCM
    15 2) STR +30
    Total Powers Cost: 100 Points
     
    (5)
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    10 Clinging 50 STR (M) or 45 STR (F)
    15 EC [Super-Speed]-15 Points
    15 1) Flight 10", 8x NCM
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    15 3) STR +30
    15 4) Stretching 4", No END (+1/2)
    Total Powers Cost: 100 Points
     
    (6)
     
    Cost Skills
    2 Animal Handler [Aquatic Animals] 12-
    3 Bureaucratics 12-
    3 EB: Water
    3 High Society 12-
    3 Navigation [Air/Sea] 12-
    3 Oratory 12-
    3 Riding [Swimming Beasts] 12-
    2 Survival [Marine] 12-
    3 Tactics 12-
    Total Skills Cost: 25 Points
     
    Cost Powers
    15 Armor +5 rPD +5 rED
    15 EC [Super-Speed]-15 Points
    22 1) Flight 10, 8x NCM, Usable Underwater (+1/4)
    15 2) FF +10 rPD +10 rED, No END (+1/2)
    15 2) STR +30
    10 ES: Hearing PER +1, Telescopic Hearing +2, UV Sight
    8 LS: Breathe Underwater, High Pressure, Intense Cold
    Total Powers Cost: 100 Points
     
    Total Cost: 250 Points
     
    150+ Disadvantages
    10 DNPC: Loved One (Normal) 8-
    10 Hunted: Arch Enemy (As Powerful) 8-
    10 Hunted: Evil Organization
    10 Hunted: Government Agency (More Powerful/NCI/Watch) 8-
    20 PsyL: Code Of The Hero (Very Common/Strong)
    15 PsyL: Overconfidence (Very Common/Moderate)
    10 SocL: Secret Identity (Occasionally/Major)
    15 Vuln: Ambushes/Treacherous Attacks, 1 1/2x STUN (Very Common)
    Total Disadvantages Cost: 250 Points
     
     
     
    Weapons Master
     
    Male Char Female
    20 STR 15
    18 DEX 20
    20 CON 18
    12 BODY 11
    18 INT 18
    11 EGO 14
    20 PRE 20
    18 COM 18
    8 PD 7
    6 ED 7
    4 SPD 4
    8 REC 7
    40 END 36
    32 STUN 28
    Total Characteristics Cost: 100 Points
     
    Cost Skills
    25 Skill Set
    Total Skills Cost: 25 Points
     
    Weapons Master Type - Roll 1d6
     
    (1-3)
     
    Cost Powers
    24 Armor +8 rPD +8 rED
    50 Multipower (50 Points)
    5 u) Darkness [Sight] AE 4"r, [12c/Duration 1 Turn] (+1/4)
    5 u) EB 10d6, [16c] (-0)
    5 u) EB 5d6, NND [LS: Self Contained] (+1), [16c] (-0)
    5 u) Entangle 5d6 DEF 5, [16c] (-0)
    2 u) Gliding 10", 8x NCM
    2 u) HA +6d6, HTH Attack (-1/2)
    2 u) Running +5", 8x NCM
    2 u) Swinging 10", 8x NCM
    5 ES: UV Sight
    10 LS: Self Contained
    8 Running +4"
    Total Powers Cost: 125 Points
     
    (4-6)
     
    Cost Powers
    24 Armor +8 rPD +8 rED
    50 Multipower (50 Points)
    5 u) EB 10d6, [16c] (-0)
    4 u) EB 6d6, AP (+1/2), [16c] (-0)
    4 u) EB 6d6, Explosion (+1/2), [16c] (-0)
    5 u) Entangle 5d6 DEF 5
    4 u) Flash [Sight] 6d6, Explosion (+1/2), [16c] (-0)
    2 u) HA +6d6, HTH Attack (-1/2)
    2 u) Running +5", 8x NCM
    2 u) Swinging 10", 8x NCM
    10 ES: Sight PER +2, Telescopic Sight +4
    5 Flash Def [Sight] 5 Points
    8 Running +4"
    Total Powers Cost: 125 Points
     
    Total Cost: 250 Points
     
    150+ Disadvantages
    10 DNPC: Loved One (Normal) 8-
    10 Hunted: Arch Enemy (As Powerful) 8-
    10 Hunted: Evil Organization (As Powerful) 8-
    20 Normal Characteristics Maxima
    20 PsyL: Code Versus Killing (Common/Total)
    20 PsyL: Protective Of Innocents (Very Common/Strong)
    10 SocL: Secret Identity (Occasionally/Major)
    Total Disadvantages Cost: 250 Points
     
     
     
     
    Skill Set List - Roll 2d6 For List.  Then Roll 2d6 For Skill Set  [Note:  A Number of Superheroes have Inherent Skill Sets]
     
    List (2)
    Actor/Acting (2)
    Driver/Pilot (3)
    Entrepreneur (4)
    Inventor (5)
    Investigator (6)
    Magician (7)
    Physician/Nurse (8)
    Playboy/Socialite (9)
    Scientist (10)
    Soldier (11)
    Spy (12)
     
    List (3)
    Driver/Pilot (2)
    Entrepreneur (3)
    Inventor (4)
    Investigator (5)
    Magician (6)
    Physician/Nurse (7)
    Playboy/Socialite (8)
    Scientist (9)
    Soldier (10)
    Spy (11)
    Actor/Actress (12)
     
    List (4)
    Entrepreneur (2)
    Inventor (3)
    Investigator (4)
    Magician (5)
    Physician/Nurse (6)
    Playboy/Socialite (7)
    Scientist (8)
    Soldier (9)
    Spy (10)
    Actor/Actress (11)
    Driver/Pilot (12)
     
    List (5)
    Inventor (2)
    Investigator (3)
    Magician (4)
    Physician/Nurse (5)
    Playboy/Socialite (6)
    Scientist (7)
    Soldier (8)
    Spy (9)
    Actor/Actress (10)
    Driver/Pilot (11)
    Entrepreneur (12)
     
    List (6)
    Investigation (2)
    Magician (3)
    Physician/Nurse (4)
    Playboy/Socialite (5)
    Scientist (6)
    Soldier (7)
    Spy (8)
    Actor/Actress (9)
    Driver/Pilot (10)
    Entrepreneur (11)
    Inventor (12)
     
    List (7)
    Magician (2)
    Physician/Nurse (3)
    Playboy/Socialite (4)
    Scientist (5)
    Soldier (6)
    Spy (7)
    Actor/Actress (8)
    Driver/Pilot (9)
    Entrepreneur (10)
    Inventor (11)
    Investigation (12)
     
    List (8)
    Physician/Nurse (2)
    Playboy/Socialite (3)
    Scientist (4)
    Soldier (5)
    Spy (6)
    Actor/Actress (7)
    Driver/Pilot (8)
    Entrepreneur (9)
    Inventor (10)
    Investigator (11)
    Magician (12)
     
    List (9)
    Playboy/Socialite (2)
    Scientist (3)
    Soldier (4)
    Spy (5)
    Actor/Actress (6)
    Driver/Pilot (7)
    Entrepreneur (8)
    Inventor (9)
    Investigator (10)
    Magician (11)
    Physician/Nurse (12)
     
    List (10)
    Scientist (2)
    Soldier (3)
    Spy (4)
    Actor/Actress (5)
    Driver/Pilot (6)
    Entrepreneur (7)
    Inventor (8)
    Investigator (9)
    Magician (10)
    Physician/Nurse (11)
    Playboy/Socialite (12)
     
    List (11)
    Soldier (2)
    Spy (3)
    Actor/Actress (4)
    Driver/Pilot (5)
    Entrepreneur (6)
    Inventor (7)
    Investigation (8)
    Magician (9)
    Physician/Nurse (10)
    Playboy/Socialite (11)
    Scientist (12)
     
    List (12)
    Spy (2)
    Actor/Actress (3)
    Driver/Pilot (4)
    Entrepreneur (5)
    Inventor (6)
    Investigator (7)
    Magician (8)
    Physician/Nurse (9)
    Playboy/Socialite (10)
    Scientist (11)
    Soldier (12)
     
     
     
    Actor/Actress
     
    Roll 1d6
     
    (1-3)
     
    Cost Skills
    3 Acting
    3 Conversation
    5 Cramming
    3 Disguise
    3 Mimicry
    2 Navigation
    3 Persuasion
    3 Seduction
    Total Skills Cost: 25 Points
     
    (4-6)
     
    Cost Skills
    3 Acting
    3 Conversation
    3 Disguise
    3 High Society
    5 Money: Well Off
    2 Navigation
    3 Oratory
    3 Persuasion
    3 Seduction
    Total Skills Cost: 25 Points
     
    Driver/Pilot
     
    Roll 1d6
     
    (1-3)
     
    Cost Skills
    3 Bureaucratics
    3 Combat Driving or Combat Piloting
    3 Concealment
    3 Mechanics
    2 Navigation
    3 Shadowing
    3 Systems Operation
    3 Tactics
    2 Transportation Familiarity:
    Total Skills Cost: 25 Points
     
    (4-6)
     
    Cost Skills
    3 Bump of Direction
    3 Bureaucratics
    3 Combat Piloting [Combat Aircraft]
    3 Computer Programming
    4 EM: Zero-Gravity
    3 Navigation [Air/Space]
    3 Systems Operation
    3 TF: Large Aircraft, Science Fiction & Space Vehicles
    Total Skills Cost: 25 Points
     
     
    Entrepreneur
     
    Cost Skills
    3 Bribery
    3 Bureaucratics
    3 High Society
    5 Money: Well Off
    2 Navigation
    3 Oratory
    3 Persuasion
    3 Trading
    Total Skills Cost: 25 Points
     
     
    Inventor
     
    Cost Skills
    3 Computer Programming
    3 Demolitions
    3 Electronics
    3 Mechanics
    2 Navigation
    2 Science:
    3 Security Systems
    3 Systems Operation
    Total Skills Cost: 25 Points
     
     
    Investigation
     
    Roll 1d6
     
    (1-2)
     
    Cost Skills
    3 Bugging
    3 Conversation
    3 Criminology
    3 Deduction
    2 FB: Local Police Powers or Private Investigator License
    3 Interrogation
    2 Navigation
    3 Shadowing
    3 Streetwise
    Total Skills Cost: 25 Points
     
    (3-4)
     
    Cost Skills
    3 Bugging
    3 Bureaucratics
    3 Concealment
    3 Criminology
    3 Deduction
    2 Forgery
    2 Navigation
    3 Streetwise
    3 Tactics
    Total Skills Cost: 25 Points
     
    (5-6)
     
    Cost Skills
    2 AK: Home City
    3 Bribery
    3 Bureaucratics
    3 Conversation
    5 Eidetic Memory
    1 FB: Press Pass
    2 Navigation
    3 Shadowing
    3 Streetwise
    Total Skills Cost:
     
    Magician
     
    Cost Skills
    3 Concealment
    3 Contortionist
    2 Gambling
    3 High Society
    3 Lockpicking
    2 Navigation
    3 Oratory
    3 Sleight of Hand
    3 Ventriloquism
    Total Skills Cost: 25 Points
     
     
    Physician/Nurse
     
    Cost Skills
    3 Bureaucratics
    3 Conversation
    3 Deduction
    3 Forensic Medicine
    1 FB: Medical License or Registered Nurse
    2 Navigation
    3 Paramedic
    2 Professional Skill: Physician or Nurse
    2 Science: Medicine
    3 Seduction
    Total Skills Cost: 25 Points
     
     
    Playboy/Socialite
     
    Roll 1d6
     
    (1-3)
     
    Cost Skills
    3 Bribery
    3 Bureaucratics
    3 Combat Driving
    3 Conversation
    3 High Society
    5 Money: Well Off
    2 Navigation
    3 Seduction
    Total Skills Cost: 25 Points
     
    (4-6)
     
    Cost Skills
    3 Bureaucratics
    5 FB: Member of the Aristocracy
    3 High Society
    2 Navigation
    3 Oratory
    3 Riding
    3 Seduction
    3 Tactics
    Total Skills Cost: 25 Points
     
    Scientist
     
    Cost Skills
    3 Computer Programming
    3 Deduction
    5 Eidetic Memory
    3 Lightning Calculator
    2 Navigation
    3 Paramedic
    3 Science[INT]:
    3 Systems Operation
    Total Skills Cost: 25 Points
     
    Soldier
     
    Cost Skills
    3 Breakfall
    3 Bureaucratics
    3 Climbing
    3 Concealment
    3 Demolitions
    2 Navigation
    3 Stealth
    2 Survival
    3 Tactics
    Total Skills Cost: 25 Points
     
     
    Spy
     
    Cost Skills
    3 Acting
    3 Cryptography
    2 Deep Cover
    3 Disguise
    3 Lockpicking
    2 Navigation
    3 Persuasion
    3 Security Systems
    3 Seduction
    Total Skills Cost: 25 Points
     
     
    Super-Villain Option
     
    Criminal
     
    Cost Skills
    3 Concealment
    2 Forgery
    3 Interrogation
    3 Lockpicking
    3 Security Systems
    2 Navigation
    3 Persuasion
    3 Stealth
    3 Streetwise
    Total Skills Cost: 25 Points
     
     
    Brick
    Speedster
     
    150+ Disadvantages
    20 Hunted: Government Agency (More Powerful/NCI) 8-
    20 Hunted: Superhero Group (More Powerful/NCI) 8-
    15 PsyL: Greedy (Common/Strong)
    15 PsyL: Obsessive (Common/Strong)
    20 PsyL: Showoff (Very Common/Strong)
    10 SocL: Secret Identity (Occasionally/Major)
    Total Disadvantages Cost: 250 Points
     
     
    Energy Projector
    Gadgeteer
    Martial Artist
    Mentalist
    Metamorph
    Mystic
    Patriot
    Powered Armor
    Weapons Master
     
    150+ Disadvantages
    20 Hunted: Government Agency (More Powerful/NCI) 8-
    20 Normal Characteristics Maxima
    15 PsyL: Greedy (Common/Strong)
    15 PsyL: Obsessive (Common/Strong)
    20 PsyL: Showoff (Very Common/Strong)
    10 SocL: Secret Identity (Occasionally/Major)
  12. Like
    Trencher reacted to Cassandra in 5th Edition 250 Points Superheroes Random Generator   
    Skill Sets - Roll 2d6
     
    Actor/Actress (2)
    Entrepreneur (3)
    Investigator (4)
    Physician (5)
    Playboy/Socialite (6)
    Royalty (7)
    Scientist (8)
    Soldier (9)
    Spy (10)
    Technician (11)
    Warrior (12)
     
     
    Actor/Actress
     
    Cost Skills
    3 Acting
    3 Conversation
    3 Disguise
    3 Mimicry
    3 Persuation
    3 Seduction
    5 SL: Interactive Skills +1
    2 Navigation [Air or Ground]
    Total Skills Cost: 25 Points
     
     
    Entrepreneur
     
    Cost Skills
    3 Bribery
    3 Bureaucratics
    3 Conversation
    5 Money: Well Off
    2 Navigation [Air or Ground]
    3 Oratory
    3 Persuation
    3 Trading
    Total Skills Cost: 25 Points
     
     
    Investigator
     
    Cost Skills
    5 CSL: HTH Combat +1 or Ranged Combat +1
    3 Conversation
    3 Criminology
    3 Deduction
    3 Interrogation
    2 Navigation [Air or Ground]
    3 Shadowing
    3 Streetwise
    Total Skills Cost: 25 Points
     
     
    Physician
     
    Cost Skills
    3 Deduction
    3 Forensic Medicine
    1 FB: Medical License
    2 Navigation [Air or Ground]
    3 Paramedic
    2 PS: Physician
    3 SS[iNT]: Medicine
    3 SS[iNT]: Type of Medicine
    5 SL: Intellect Skills +1
    Total Skills Cost: 25 Points
     
     
    Playboy/Socialite
     
    Cost Skills
    3 Bribery
    3 Bureaucratics
    3 Conversation
    3 High Society
    3 Lang:
    5 Money: Well Off
    2 Navigation [Air or Ground]
    3 Seduction
    Total Skills Cost: 25 Points
     
     
    Royalty
     
    Cost Skills
    3 AK[iNT]: Home Country
    3 Bureaucratics
    5 FB: Member of the Aristocracy
    3 High Society
    3 Lang:
    3 Oratory
    2 Navigation [Air or Ground]
    3 Tactics
    Total Skills Cost: 25 Points
     
     
    Scientist
     
    Cost Skills
    3 Computer Programming
    5 Eidetic Memory
    3 Inventor
    3 Lightning Calculator
    2 Navigation [Air or Ground]
    2 SS[iNT]:
    2 SS[iNT]:
    2 SS[iNT]:
    3 Scientist
    Total Skills Cost: 25 Points
     
     
    Soldier
     
    Cost Skills
    3 Bureaucratics
    5 CSL: HTH Combat +1 or Ranged Combat +1
    3 Concealment
    3 Demolitions
    3 Lang:
    2 Navigation [Air or Ground]
    3 Systems Operation
    3 Tactics
    Total Skills Cost: 25 Points
     
     
    Spy
     
    Cost Skills
    3 Acting
    5 Cramming
    3 Cryptography
    3 Conversation
    3 Lang:
    3 Lockpicking
    2 Navigation [Air or Ground]
    3 Seduction
    Total Skills Cost: 25 Points
     
     
    Technician
     
    Cost Skills
    3 Bugging
    3 Computer Programming
    3 Electronics
    3 Mechanics
    2 Navigation [Air or Ground]
    3 Security Systems
    5 SL: Intellect Skills +1
    3 Systems Operation
    Total Skills Cost: 25 Points
     
     
    Warrior
     
    Cost Skills
    5 CSL: HTH Combat +1 or Ranged combat +1
    3 Concealment
    3 Defense Maneuver
    3 Interrogation
    3 Lightning Reflexes
    3 Oratory
    3 Paramedic
    2 Navigation [Air or Ground]
    3 Tracking
    Total Skills Cost:
  13. Like
    Trencher got a reaction from drunkonduty in Pathfinder   
    I recently picked up Villains codex from the pathfinder line because I am a lazy GM and wanted write up of villains I could just insert in my game without much work. Quite often the villians write up refered rules that were written up in books that I did not have. Several feats that were written up in their stat lines were taken from other books as well. And the feats and rules were not explained in the Villains codex. 
    I pick up a hero games villain book the write ups are understandable just from reading straight. 
    How ever the biggest advantage with Hero games is still this:
     
    Fire missile: 1d6 energy rka persistent. 
    Lighting missile: 1d6 energy rka +2 stun
    Frost missile: 1d6 rka energy plus 2t6 cumulative speed drain
    Acid missile 1d6 rka energy double penetrating + 3 ocv to hit
    Flint missile 2d6 rka versus Physical defence
    Razor missile 1/2 d6 rka Armour Piercering versus Physical defense x2 endurance
     
    Each one of these simple write up powers have a diffrent game play "feel" for little cost work. Both when it came to come up with the idea and to actually write it up. 
     
    Compare that to spells and feats in Pathfinder. I think you guys will see what I mean.
     
  14. Like
    Trencher got a reaction from Old Man in Pathfinder   
    Pathfinder is very complex and rules heavy game. It lack the flexibility of Hero games and its variety. Each spell is a new set of rules, skills take half an hour too look up and write up unless you know it from before. All classes got not only different skill pools but also different skills they favor so you can buy so and so of that skill and then so and so of that other skill. Expect players to start exploiting the rules at its very big difference between a tweaked out character and a story based character. The game is also level based so a twenty level halfling barbarian can in game terms take more beating that an elephant. The game gives a lot of opportunists for multi classing and thereby making varied characters but you need to be up in level to really start mixing and matching things efficiently and the combinations are often useless compared to just playing single class characters. Unless a player finds out a way to break the game with some overpowered combo but that creates its own problems. All in all its ok as a player if your GM dont know any better but as a GM its a lot of hard dull work for very little pay compared to other games.
  15. Like
    Trencher reacted to zslane in Pathfinder   
    I agree with you completely, Trencher, and especially with your "missile" examples.
     
    However, I'd like to point out that today's 6e power-writeup culture would express those powers with about half a page of inscrutable Hero-ese each, rather than the "low cost work" design/presentation you've shown, which is more of a pre-5th edition approach (and ultimately more readable and more playable, IMO).
  16. Like
    Trencher got a reaction from drunkonduty in Pathfinder   
    Pathfinder is very complex and rules heavy game. It lack the flexibility of Hero games and its variety. Each spell is a new set of rules, skills take half an hour too look up and write up unless you know it from before. All classes got not only different skill pools but also different skills they favor so you can buy so and so of that skill and then so and so of that other skill. Expect players to start exploiting the rules at its very big difference between a tweaked out character and a story based character. The game is also level based so a twenty level halfling barbarian can in game terms take more beating that an elephant. The game gives a lot of opportunists for multi classing and thereby making varied characters but you need to be up in level to really start mixing and matching things efficiently and the combinations are often useless compared to just playing single class characters. Unless a player finds out a way to break the game with some overpowered combo but that creates its own problems. All in all its ok as a player if your GM dont know any better but as a GM its a lot of hard dull work for very little pay compared to other games.
  17. Like
    Trencher reacted to Grailknight in Pathfinder   
    Pathfinder is complex about what you have to know. There are so many rules that you really can't learn them all.  Luckily, the huge player base will help you with building characters until you get the hang of it.
     
    Hero's complexity is in how you build with the rules. The work is all upfront and time consuming, particularly if you are doing a fantasy setting. Here the source material will give a basic set of spells, monsters and weapons until you pick up on building your own.
  18. Like
    Trencher reacted to Spence in Pathfinder   
    I actually enjoy class/level style games and have had fun with the new 5th Edition D&D which IMO has gone back to being a role-playing game from being an exercise in rule-bloat. 
     
    I tried Pathfinder when it came out and it really wasn't bad in the beginning.  But Pathfinder believes in maximum splat books to the point where, for me it's unplayable.  The local Pathfinder GM at my FLGS uses a large wheeled suitcase to cart the books.  Not all the books, but just the ones his players are using. 
    Hugh Neilson is correct in that "complexity" is a relative term.  But for me Pathfinder if far too "complex" to play because I simply do not have the time to memorize literally hundreds of classes and thousands of character options

    , not to mention pounds of rules.  Hero is indeed complicated.  In execution, not in rules.  The rules are pretty straight forward and contained in one rulebook. 
    D&D 5th is actually pretty good and has successfully kept the rule bloat down by putting out campaign books with setting specific optional rules.  It also does a great job of not adding rules for every single thought, instead saying that it is the DM's decision.
    I think that is the defining difference between D&D 5th and Pathfinder.  D&D 5th is currently avoiding new rules where possible, where Pathfinder is on a quest to issue formal rulings on everything possible.
     
    Just my opinion of course.....
  19. Like
    Trencher got a reaction from Spence in Pathfinder   
    Pathfinder is very complex and rules heavy game. It lack the flexibility of Hero games and its variety. Each spell is a new set of rules, skills take half an hour too look up and write up unless you know it from before. All classes got not only different skill pools but also different skills they favor so you can buy so and so of that skill and then so and so of that other skill. Expect players to start exploiting the rules at its very big difference between a tweaked out character and a story based character. The game is also level based so a twenty level halfling barbarian can in game terms take more beating that an elephant. The game gives a lot of opportunists for multi classing and thereby making varied characters but you need to be up in level to really start mixing and matching things efficiently and the combinations are often useless compared to just playing single class characters. Unless a player finds out a way to break the game with some overpowered combo but that creates its own problems. All in all its ok as a player if your GM dont know any better but as a GM its a lot of hard dull work for very little pay compared to other games.
  20. Like
    Trencher got a reaction from Ragitsu in Low Level, Mid Level, High Level.   
    Low level: A naive princess ran away with a actors troupe, unfortunaly they were goblins in disguise. She ran away when they tried to eat her and hid in an abandoned tower, barricading the door. Now she sits in a tower yelling for heroes to rescue her while a bunch of weirdly dressed goblins sits around the tower trying to negation for her to get down. "If you come down we only eat your arms"
     
    Mid Level: The party is approached by a lady in waiting who offer the adventures a sizable sum to help the princess win her true love. The king has declared that whom ever slays the huge dragon or other evil that terrorize the kingdom will get the princess hand in marriage. The princess wants to marry this other guy  but even though he is really nice he is not capebale of killing a dragon. The plan is that the players pretend the kidnap the princess and then her chosen suitor will save her. After that he will certainly get her hand in marriage. The twist is that the Lady in waiting is a SPY working for another kingdom when the princess is taken to the agreed upon place the party will be ambushed by a special strike team consistent of soldiers and specialists from the other kingdom.
     
    High Level: Riots break out all over the kingdom as huge swats of men starts fighting each other to win the love of a beautiful princess that wanders across the land. The party is tasked to find and stop this chaos. The princess is a young godless of love, she dont understand how to interact with our world and does not realize the damage her divine being is doing to the families and hearts she comes across. She is invincible in combat for most mortal heroes and her beauty is impossible to withstand unless you dont like women.Not only that in her wake is not only chaos of men fighting each other over her but animals becomes huge and dangerous, plants become alive and starts eating people and so on. Further complicating things is that she is being tracked by the gods of evils most dangerous agents who have the right to kill her since she walks the mortal world before it is her time to do so. And they are eager to destroy this godling before she become a real threat.
    The agents are: a fallen angel dressed all in black robes with his white wings creating a sharp contrast, his face is pale white and twisted, his eyes black and gold and the white of the eye is pale blue. He fights with his magic bow and his book of stolen spells.
     
    An black horse, this ancient beast god have been depowered and bound into this form by the evil god or gods. Its rage is enormous and he blames mortals for turning their back on him and waking him enough so that the gods of evil could bind him. Its jagged mouth have sharp shark like teeth and both its mouth and eyes glows with red infernal light as this being can breath fire that does not damage to material things exept it makes the blood boil in mortals. 
     
    A small brick like being made out of grey rubbery material. The upper side of the brick have a huge blue lipped mouth that constantly scream curses and eyes all over. It can take over mens minds and kill with a tought. 
     
    A large stone like man made up by thousands of little rocks. His eyes gleam infernal red and he can shoot swarms of flint sharp rocks turning everyone of his victims to so much red mist.
  21. Like
    Trencher reacted to Cancer in Low Level, Mid Level, High Level.   
    Low:  Hiram Lowman, halfwit son of Bertram Lowman, owner and master of the Blue Goose.  Hiram knows how to pour beer, collect pitchers, and swab floors.  On a good day, he can figure out how to cock the crossbow hanging on the peg behind the bar.  And, he can manhandle two full kegs from the cellar up to the taproom all by himself.  But he won't take money and he won't make change, sending anyone with cash to his younger brother Brent, who's half his weight and thrice his brains.  Don't try hitting Hiram in the head; there's nothing in there to hurt.

    Middle: Jarod Tanner, graveyard shift barkeep at the Broken Axle Gulch.  A biker bar outside of Pueblo, Colorado, the Gulch is a rough place, where the beer and the bourbon are plentiful and easy to come by, though the law and quiet aren't.  He won't sell you weed, but for a two-buck tip he'll direct you to someone with high-quality goods out in the parking lot who will.  His left hand and half his forearm aren't his, being an early-generation prosthesis with a little voluntary gripping and nothing in the way of nerve endings that he earned on a shortened tour outside of Peshawar.  What is his is the small collection of blades jammed into a board on the wall next to the cracked mirror behind the bar, every one of which had earlier ended up point-first in that left hand when he had to escort a client out of the joint before things got really violent.  He's got a good head for numbers, and a good sense for who's worth trusting and who isn't, and so if you hand him a fifty once a week and don't make more than your share of trouble, he likely won't ask for the twenty bucks of overage when you hand him the next fifty.  A lot of the police don't like him; most of the Gulch's clientele does; and in his nine years there he's never had to draw the shotgun that lives under the register.  So four nights a week from nine until closing he's the main man on the premises.
     
    High: On the eastern shore of the Schlachtsee ("Slaughter Lake") in Berlin is a posh old hotel built in the 1880s, shortly after the first streetcars were extended out into the forested districts on the western periphery of the city.  Catering not to the richest segment of the population but those who aspire to be and whose means and ambitions allow them to make it so, the hotel was modernized after World War 2 into a safer, updated edition of the large and exquisite Victorian hotel it originally was intended to be.  From its upper storeys is a view over the lake, and in summer the sunsets are quite sublime.  
     
    Like many hotels of that era, there are several rooms on the premises where guests can get food and drink, in any of a number of different atmospheres, with different kinds of entertainment available.  While the Herzoginsalon ("Duchess's Parlor") isn't the finest of these, it is the one with the most intimate atmosphere.  Her Excellency Marie, apparently ageless, runs the place by herself (albeit with a large and excellently appointed staff).  The menus are superlative; the wines are the best; the comforts are many-layered and delightfully complimentary.  Quite pricey, but there's never been a dissatisfied patron.  The finest champagne; the most glorious delicacies; unmatched pastries and meals; and in the rooms of the floor below, restful, dreamless sleep in immaculate featherbeds.
     
    Her Excellency Marie, though ... *is* ageless.  Exactly what sort of unnatural entity she is is unknown to any mortal.  She has always been there.  Her staff come and go, never admitting to any doubts about their employer, even though they will in an incautious moment let it drop that their great-great-grandmama remembered standing at Marie's elbow when a company of Prussian cadets marched by on their way to the Palace en route to the naval intervention against Venzuela in 1902.  Marie's services are cataloged nowhere, their prices are admittedly high but reasonable for the quality, and limited only by the patron's ability to pay.  The price need not be merely money.
     
    One overbearing minister's wife was entertained for a fortnight at the Salon, and she admitted to having had the time of her life there, before she dropped dead at the breakfast table three days after returning home.  Oddly, no one seems to have noticed that her three dogs and two daughters never came back home from the hotel.  A similar end met an industrialist, whose competitor entertained him in the Herzonginsalon for five days while trying unsuccessfully to cajole him into selling out; his heirs were willing to accept the other's generous offer.  A gang of Brown Shirts simply vanished after going through the front gate of the hotel in 1935; the Nazis subsequently merely stayed clear of the place, and as the War ground to its end the British and American bombs never fell too close.  When the last battle came, a Red Army colonel was received by the hotel staff and promptly gave orders to stay entirely outside the hedge surrounding the grounds.  The occupying Americans acknowledged the hotel's presence but never interfered with it, though it was only after reunification in the 1990s that the old guesthouse returned to the full glory it had seen before the world exploded in 1914.  And once again, the richest folk in Germany come to the hotel on the Schlachtsee and have their comfort seen to by Her Excellency Marie.
     
    Her Excellency Marie has seen it all, there on the western fringe of Berlin.
     
    Is she a vampire?  It seems not, since she's appeared in broad daylight in the gardens countless times.  Is she a devil?  Is she something else?  A few have wondered.  They continue to wonder as long as they stay outside the hedge.  Those that go in, intending to find out ... come out changed, and their friends no longer quite recognize them after they return.
     
    It seems wisest not to interfere with the hotelier on the edge of Slaughter Lake.
     
     
    Next Up: Naval conflict in the Gulf of Mexico, American Civil War.
  22. Like
    Trencher reacted to Ragitsu in Low Level, Mid Level, High Level.   
    Just for fun, I thought i'd try my hand at creating a (message) board game.
     
    The rules are simple -> You first choose a topic typical of tabletop gaming such as "Dragon", "Battle at Sea", "Paladin's Mount", or "Unorthodox Treasure". Then, you describe what each topic would look like if introduced at a low level, a mid level, and a high level; you can be as serious/funny/brief/elaborate as you wish. Once you've finished, suggest a topic for the next poster to tackle. The thread will continue for as long as people are willing to contribute. I'll kick things off with a time-honored adversary...
     
    --- --- ---
    "Roadside Bandits"
     
    Low Level: Bandits lie in wait, concealed within bushes while wearing rudimentary camouflage.
    Mid Level: Bandits lie in wait...out in the open, equipped with chameleonic cloaks and rings of invisibility.
    High Level: Bandits safely observe travelers from another dimension entirely with the help of a crystal ball/magic mirror or other such scrying device. At at moment's notice, they can traverse the incalculable distance thanks to a powerful artifact.
     
    --- --- ---

    Next topic: "Nervous Client"
  23. Like
    Trencher reacted to Funk Thompson in Wheellocks and Wands: "Showdown at High Tower"   
    Yeah, depends on the exact mechanics of the wand.
     
    Both are 1/2 phase action unless otherwise limited.  Gunslinger *is* more likely to have the quickdraw skill, though
     
    Also:  Thread title is wheellock.  Firing one of those might not have been as simple as a 1/2 phase action.  Reloading and readying one certainly isn't
  24. Like
    Trencher reacted to Spence in What Fantasy/Sci-Fi book have you just finished? Please rate it...   
    You're not wrong there.  That was when the game went down the drain too.
  25. Like
    Trencher reacted to Doc Shadow in What Fantasy/Sci-Fi book have you just finished? Please rate it...   
    I'm rereading Mike Stackpole's Warrior Trilogy. Right now I'm on Warrior: Coupe the last volume.
     
    I used to really like BattleTech. Then they introduced the Clans, and I hated what it became. They should have stuck with what worked.
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