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Opale

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Posts posted by Opale

  1. As promised, a sample character from a 7th lvl RMSS to FH conversion

     

    Ethelka Thoran

    Val Char Cost Roll Notes

    10 STR 0 11- Lift 100.0kg; 2d6 HTH damage [1]

    15 DEX 15 12- OCV: 5/DCV: 5

    19 CON 18 13-

    12 BODY 4 11-

    18 INT 8 13- PER Roll 13-

    19 EGO 18 13- ECV: 6

    12 PRE 2 11- PRE Attack: 2d6

    18 COM 4 13-

    2 PD 0 Total: 2/5 PD (0/3 rPD)

    4 ED 0 Total: 4/7 ED (0/3 rED)

    3 SPD 5 Phases:  4, 8, 12

    6 REC 0

    38 END 0

    27 STUN 0 Total Characteristics Cost: 74

    Movement: Running: 6"/[Noncombat]"

    Leaping: 2"/[Noncombat]"

    Swimming: 2"/[Noncombat]"

     

    Cost Powers END

    <B>Dúranaki Package</B>

    1 Life Support  (Extended Breathing: Thin Air 1 END per Turn) 0

    5 Infrared Perception (Sight Group) 0

    5 Nightvision 0

     

    12 Power Points: Endurance Reserve  (53 END, 53 REC) Reserve:  (59 Active Points); Only To Cast Essence Spells (-1), Visible (channeling aura; -1/4), Variable Limitations (requires -1/2 worth of Limitations; must choose between Extra Time, Gestures, Incantations, Focus (holy symbol); -1/4); REC:  (53 Active Points); No Conscious Control (-2), Gradual Effect (1 Day; -1 3/4), Always On (-1/2) 0

    <B>Spells</B>

    3 Sign Of Transport: Teleportation 4", MegaScale (1" = 1 km; +1/4) (4 Active Points); Can Only Teleport To Observation Signs Floating Fixed Locations (-1/2) 1

    1 Observation Sign: Teleportation: Floating Fixed Location (4 Locations) (6 Active Points); IIF Immobile Fragile (Runic Sign; -1 1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (-1/2) 1

    2 Rune: Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Misfire, Trigger expire after activation; activates spell embedded into the rune; +1/4), Usable By Other (+1/4) for up to 35 Active Points of Any Spell Embedded Into The Rune, Requires A Rune Lore Skill Roll (No Active Point penalty to Skill Roll; -0) (17 Active Points); 1 Charge which Never Recovers (-4), IAF Fragile (runic parchment; -3/4), Costs Endurance (-1/2), Double Endurance Cost (-1/2) 2

    1 Sign Of Pain: Energy Blast 4d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger expire after activation, Character can set Trigger multiple times; activates spell embedded into the rune when target touch/read/pass by closely; +1/4) (12 Active Points); 1 Charge which Never Recovers (-4), IIF Immobile Fragile (Runic Sign; -1 1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (-1/2) 1

    4 Commanding Will: Mind Control 7d6 (Human class of minds) (11 Active Points); Gestures (Complex; -1/2), Incantations (Complex; -1/2), Set Effect (Calm target , compel truth, fascinate, command; -1/2), Normal Range (5x Active Points meters; -1/4) 1

    3 Alter/Inflict Emotions: Mind Control 7d6 (11 Active Points); Only To Alter/Inflict One Emotional State (-1), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Normal Range (5x Active Points meters; -1/4) 1

    2 Confusion: Change Environment (mentally impair target) 1" radius (-4 to Breakout Rolls:  +4) (7 Active Points); 1 Continuing Charge lasting 8 Minutes (-3/4), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 1

    4 Amnesia Induction: Major Transform 2d6 (alter, remove, or add memories or Psychological Complications,, normally [or through repeated applications of this power, character’s choice at purchase]), Attack Versus Alternate Defense Mental Defense (ED; +0), Alternate Combat Value OCV vs ECV (+1/4), Works Against EGO, Not BODY (+1/4) (16 Active Points); Only To Remove Memories (-1), Limited Target (mental "objects" in the minds of sentient beings; -1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2) 2

    6 Nomenclature Mastery: (Total: 26 Active Cost, 6 Real Cost) Eidetic Memory (4 Active Points); Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 1 Year (+1 1/4) (Real Cost: 2) plus Universal Translator 13- (10 Active Points); Only To Read Written Text (-2), Incantations (Complex; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 2) plus Hearing Group Images 1" radius, +/-4 to PER Rolls (6 Active Points); Only To Read Text (-2), Incantations (Complex; -1/2), Gestures (Complex; -1/2) (Real Cost: 1) plus Detect A True Name 16- (Unusual Group) (6 Active Points); Only To Learn The "true name" Of Non-Living Organic Item Target (-2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Concentration (1/2 DCV; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 1) 4

    3 Ice/Water Physical Manipulation: Major Transform 1d6 (Water into Ice/Ice into Water, melting/icing), Area Of Effect (One Hex; +1/2) (7 Active Points); Gestures (Complex; -1/2), Incantations (Complex; -1/2), Limited Range (15m; -1/4) 1

    7 Dust Wood/Stone: Major Transform 2d6 (Wood/Stone to Dust, Another Use of Same Power), Area Of Effect (One Hex; +1/2) (16 Active Points); Gestures (Complex; -1/2), Incantations (Complex; -1/2), Limited Range (3m; -1/4) 2

    4 Animate Gas/Liquid: Telekinesis (20 STR), Affects Porous (16 Active Points); Only Works On Gas & Water (-1), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 2

    4 Bypass Symbol X: Suppress Magic Symbols 7d6, Uncontrolled (+1/2) (24 Active Points); Only To Turn Off Symbols Temporarily (-2), Extra Time (1 Minute, -1 1/2), 1 Continuing Charge lasting 7 Minutes (-3/4), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) 2

    4 Unsymbol VIII: Dispel Magic Symbols 14d6 (16 Active Points); Extra Time (1 Minute, -1 1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2) 2

    3 Detect Ward 13- (Sight Group) 0

    6 Sense Ward: (Total: 1 Active Cost, 6 Real Cost) Darkness to Sight Group 1" radius, Uncontrolled (+1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Trigger can expire after Spell is activated; Activates When Someone Enters The Ward; +3/4), Usable As Attack (+1) (13 Active Points); Extra Time (1 Minute, -1 1/2), IIF Immobile Fragile (circle; -1 1/2), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 7 Hours (-0) (Real Cost: 2) plus Darkness to Other Sense Group, Variable Special Effects (Any Other Sense Group; Character Must Pay END For Each other Sense Group Affected After The First; +1/4) (-12 Active Points); Linked (Darkness; Lesser Power can only be used when character uses greater Power at full value; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 4) 1

    10 Greater Ward: (Total: 86 Active Cost, 10 Real Cost) +20 PRE (Alterable Size), Variable Special Effects (Limited Group of SFX; Only Vs Animals, Undead Or Demons; +1/4), Uncontrolled (+1/2), Usable As Attack (+1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Activates When Undead Enters The Area of Effect; +1), Area Of Effect (3" Radius; +1) (43 Active Points); IIF Immobile Fragile (circle; -1 1/2), Extra Time (1 Minute, -1 1/2), Only For Fear/Intimidation Effects (-1), Only For PRE attacks (-1), Works Only Vs Undead (-1), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 7 Hours (-0) (Real Cost: 5) plus +20 PRE (Alterable Size), Variable Special Effects (Limited Group of SFX; Only Vs Animals & Undead; +1/4), Uncontrolled (+1/2), Usable As Attack (+1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Activates When Undead Enters The Area of Effect; +1), Area Of Effect (3" Radius; +1); IIF Immobile Fragile (circle; -1 1/2), Extra Time (1 Minute, -1 1/2), Only For Fear/Intimidation Effects (-1), Only For PRE attacks (-1), Works Only Vs Undead (-1), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 7 Hours (-0) (Real Cost: 5) 8

    4 Lesser Essence Ward: Suppress Essence 3d6, all Essence powers simultaneously (+2), Uncontrolled (+1/2), Area Of Effect (2" Radius; +1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Activates When Essence Effects/Spells Enters The Area of Effect; +1) (27 Active Points); IIF Immobile Fragile (circle; -1 1/2), Extra Time (1 Minute, -1 1/2), Only Vs Essence Magics (-1), Gestures (Complex; -1/2), Incantations (Complex; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 7 Hours (-0) 3

     

    Perks

    5 Money:  Well Off

    5 Mystic Potential

     

    Talents

    2 Environmental Movement (no penalties in underground/narrow passages)

    3 Bump Of Direction, Persistent (+1/2) (4 Active Points); Always On (-1/2), Side Effects (Side Effect only affects the environment near the character, Side Effect does a predefined amount of damage; magnetic field surrounds you;1D6 STUN from electricity, iron & steel; -0)

     

    Skills

    -10 <B>Background Skills</B>

    0 Acting 8-

    3 Bribery 11-

    0 Concealment 8-

    0 Conversation 8-

    0 Deduction 8-

    2 AK: Durakaan 11-

    3 High Society 11-

    0 Language:  Ranaka (idiomatic; 13-)

    1 Language:  Erlin (basic conversation; 13-)

    1 Language:  Rhaya (basic conversation; 13-)

    0 Paramedics (Healing) 8-

    0 Persuasion 8-

    0 Shadowing 8-

    0 Stealth 8-

    3 Trading 11-

    3 WF:  Common Melee Weapons, Kynac

     

    <B>Dúranaki Package</B>

    2 +1 with Kynacs

    3 Climbing 12-

    3 PS: Merchant 13-

    3 PS: Runemage 13-

    2 Survival (Underground) 13-

     

    <B>Runemage</B>

    9 +3 with Commanding Will, Alter/inflict Emotions, Amnesia Induction

    1 Literacy 

    3 KS: Arcane And Occult Lore 13-

    8 KS: Runes, Glyphs, Wards & Symbols Lore 18-

    5 KS: Artefact Lore 15-

    4 KS: Runemage Magics 14-

     

    Total Powers & Skills Cost: 158

    Total Cost: 232

     

    75+ Disadvantages

    0 Normal Characteristic Maxima

    5 Distinctive Features:  Purple Dyed Hair, Cultural Makup & Piercings (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

    10 Psychological Limitation:  Arrogant & Patronizing Towards People Of "Inferior Origins & Races" (Common; Moderate)

    30 Hemophile : Susceptibility:  When Takes BODY 1d6 damage per Segment (Very Common)

    10 Rivalry:  Professional and Romantic (With Other Spell Users; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

    <B>Dúranaki Package</B>

    10 Physical Complication:  Sensitive to Sun, suffers -2 to all Sight PER Rolls in sunlight or bright light (Infrequently; Greatly Impairing)

    10 Vulnerability:  1 1/2 x Effect from Sight Group Flashes based on bright light (Common)

     

    Total Disadvantage Points: 232

     

  2. noted tom !

     

    let's see what it looks like, some sample below;

     

    If I may get some feedback about the build :)

     

    I had to add some custom adder and make it invisible to divide the cost of such spells by three. If anyone knows a best way to do it ?

     

    8 Greater Animal Ward: +40 PRE, Uncontrolled (+1/2), Usable As Attack (+1), Area Of Effect (5" Radius; +1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Activates When Animals Enters The Area of Effect; +1); Extra Time (1 Minute, -1 1/2), Only For Fear/Intimidation Effects (-1), Only For PRE attacks (-1), Works Only Vs Animals (-1), Incantations (Complex; -1/2), Gestures (Complex; -1/2), IIF (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 7 Hours (-0) 6

     

    5 Lesser Essence Ward: Suppress Essence 3d6, all Essence powers simultaneously (+2), Uncontrolled (+1/2), Area Of Effect (2" Radius; +1), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Activates When Essence Effects/Spells Enters The Area of Effect; +1) (27 Active Points); Extra Time (1 Minute, -1 1/2), Only Vs Essence Magics (-1), Gestures (Complex; -1/2), Incantations (Complex; -1/2), IIF (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), 1 Continuing Charge lasting 7 Hours (-0) 3

     

    by advance, thank you

     

    Opale

  3. Thanks Christopher !

     

    Another question : A character that would create Wards (in 5th ed) needs to have the speel to work independently (he might even be dead and the spell is still working till it collapse after a period of time); how do you do that ? same question : how to set a time limit (I didn't find the option in hdv6 limitations for 5th ed)

  4. Hello fellows RPGamers

     

    First time I ever step in Fantasy Hero, and with a good reason.

     

    I want to use FH system in the fantastic Shadow World game settings - usually developped using the Rolemaster system.

    The author, T. Amthor, already started to use some FH system in the nineties, and I'm willing to expand and develop my own setting, using FH system, first because I can't stand the Rolemaster generic system, that uses Levels, and 250+ skills...

     

    So here are my question, from generic to specific :

     

    1 - As any of you some hints, weblinks, tools, advises, in order to compute and transform stuff from Rolemaster System to FH ? (I already started, but in case of, I'm open to anything helping)

     

    2 - I'm willing to use the 5th edition of Fantasy HERO. I have my reasons, including that the few that was adapted in Shadow World was using 4 & 5th ed. SO less work of adaptation for me.

     

    3 - I read a bit about sample characters using FH system, but I wanted to be sure : is a freshly started Hero build up on 75 CP + 754 Disadvantages Points , (ie 150 points)

     

    4 - Would you be ok to review some characters I build up and criticize the balance to help me ?

     

    5 - I need to define my own Magic System, that follows very much the SW setting , meaning with three accessible branch of magics (Essence, Channeling, Mentalism) plus Arcane and Psion powers. How Would you define that in FH ?

     

    6 - One of my player is going to play a Runemage, and I have no idea on how to build up spells for that. Basically it's a character specialized in Runes, Glyphs, Symbols, Wards, Circles. So magic stuff that is hewn, sewed, drafted, carved, etc on items, and are triggered at an utter moment when someone read/see/pass by them. How do you build such powers please ?

     

    7 - Thank you for reading till that point. I may come up with more question, but I don't want to make it to difficult to digest.

     

    8 - You thought it was all ? haha ! What about Power Points, and Corruption points system ? How would you do that ?

     

    Epically yours, Opale

  5. Allen Thomas described a scenario for February 29, 2012, in considerable detail on pp. 156 and 157 of D:SOD -- more detail than I think would be Fair Use to transcribe here. But to summarize:

     

     

    Some of the events leading up to the ritual that Luther Black needed to set in motion worked, others didn't. But almost at the last moment the Trismegistus Council uncovered Black's plot. Superheroes around the world rushed to find and destroy Demonhames, while a host of super-mystics, both good and evil, confronted Black and his Inverted Trinity in Mexico City. No few of them were killed in the conflict

     

    Black never found his fifth Inner Circle member, so he tried to make do by tainting Dyer van der Bleek with the power of the Qliphoth. But when Dyer and the rest of the Inner Circle stood before Black in Mexico, it was revealed that Dyer was a Trojan horse for the Descending Hierarchy of Hell. Dyer exploded with hellfire, consuming Black and the Circle, and breaching Black's summoning circle, allowing the essence of the Qliphoth to suck out the power Black had stolen from Sharna-Gorak and cast it back into that monster, along with Luther Black's soul.

     

     

    There really isn't anything in this event directly connecting it to the Death Dragon, so there's no apparent reason why that monster would appear here. And I for one feel that would be evil overkill. :fear:  But that much supernatural mayhem would surely attract the attention of the Dragon (of which the Death Dragon is only an avatar), so if you wanted to work it in somehow for your own campaign it should be doable.

     

    Well actually, it's the apotheosis of my current Mystic Campaign starting in Vibora Bay ^^ My PCs just met Cloaca, and Tappan Arkwright, and are going to need to understand how to ally/use with Demonic entities and Therakiel evil schemes to stop DEMON... but I'm digressing.

     

    GMing this afternoon, so back to work woot !

  6. Ah !

     

    Actually I'm running a large scenario including DEMON and Qliphotic schemes, which is frightening all Vibora Bay, and my players .

     

    Surely, a new DEMON sourcebook would be in order after the failure of Luther Black !

     

    As for access of powers, I imagined this. Either you keep DEMON's powers linking from the Kings of Edom, either the real Demons take over the organization after eliminating all the Qliphotic followers.

     

    I think the main issue is to decide which way to go. Or maybe both at the same time, making DEMON a loosy organization with two branches fighting each other to oblivion ?

     

    Whatever the outcome, I personally ever imagined that fighting DEMON would cost several major heroes (PCs included), their lives. Afterall, that's what they are made for : win and die in the process, for thebeter good. But you can use that as a tool for the next generation of DEMON. See Devil Dog or Jack Fool villains, they maks a good example of what a hero soul can become after some nasty rituals been performed on it. And what more horrific than fallen heroes, turned to malevolent entities ?

     

    As a conclusion I'd say : why don't we all check if such a project would be followed on a crowdfunding, and work on it as a team of passionate CU people ? :)

     

    just my 2cents

     

    Horrific Opale

  7. Hello !

     

    I wish to know how I should create an IA, able to "animate/use/drive" multiple vehicles, one at a time ?

     

    I guessed pay for the IA and it's programs, but then what ? Possession for vehicles only ? Multiform ? Shapeshift ? Mindcontrol ?

     

    What's the most appropriate and "by the rules" way to do it ?

     

    Regards

     

    Opale

  8. Hi there

     

    Well, why not make your Chick the leader (girl power !!) ^^ 

    A martial artist specialized at Range might be what you're looking for.

    Example below

     

    Name: Yukio Player:  Val Char Base Cost 15 STR 10 5 20 DEX 10 20 19 CON 10 9 13 BODY 10 3 16 INT 10 6 10 EGO 10 0 12 PRE 10 2 6/18 PD 2 4 4/16 ED 2 2 6 SPD 2.0 40 8 REC 4 4 40 END 20 4 35 STUN 20 8 32m RUN 12 20 4m SWIM 4 0 6m LEAP 4 1 STR Roll: 12- Run:  32m DEX Roll: 13- Swim:  4m CON Roll: 13- Leap:  6m INT Roll: 12- EGO Roll: 11- PER Roll 12- Disadvantages Pts Psychological Complication: Madness; Thrill for Death (Common; Strong)  15 Physical Complication: Doesn't Know The Meaning Of The Word Fear (All the Time; Slightly Impairing)  25 Negative Reputation: Ronin/Burakumin, Very Frequently (Known Only To A Small Group)  10 Social Complication: Angel of Death Frequently, Major  15 Social Complication: Criminal Conviction : Thief Frequently, Major  15 Hunted: Yakuzas Infrequently (Mo Pow; NCI; Limited Geographical Area; Harshly Punish/Capture)  15   XP
    0
    Base Points : 400 Disads Total + 95 Experience Spent + 0 Total Cost = 400 Quote:I've always said, "You're never more alive -- then when you're about to die!" So I don't always say it -- but when I do, I mean it. 
    ---
    "Yukio ! you nearly died !"
    "That's what made the experience so exquisite." Personality/Motivation:Yukio has been portrayed as a free spirit with an almost careless disregard for personal danger. Powers/Tactics: While she is highly skilled in the martial arts, Yukio is not a mutant and possesses no super powers. Her specialty weapons are scalpel-like shuriken, of which she can hurl several at a time with deadly accuracy. Pts.  Power/Skill/Perk/Talent END 15   Shurikens: Multipower, 22-point reserve, (22 Active Points); all slots IAF (Concealed Shurikens; -1/2)   1f   1) Dance of the Ten Stars: Killing Attack - Ranged 1/2d6, Autofire (10 shots; +1) (20 Active Points); Requires A DEX Roll (Characteristic roll; -1/2), IAF (Concealed Shurikens; -1/2), No Knockback (-1/4)  Versus:PD 2 1f   2) Reflex Dance Of the Three Stars: Killing Attack - Ranged 1/2d6, Autofire (3 shots; +1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Reflex Action; +1) (22 Active Points); Requires A DEX Roll (Characteristic roll; -1/2), IAF (Concealed Shurikens; -1/2), No Knockback (-1/4)  Versus:PD 2          Shurikenjutsu    0   1) Weapon Element: Thrown Knives/Axes    4   2) Basic Throw: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +6 DC    3   3) Defensive Throw: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike +4 DC    5   4) Far Throw: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike +4 DC    4   5) Quick Throw: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +6 DC    16   6) +4 Ranged Damage Class(es)       Karate    1   1) Weapon Element: Karate Weapons    1   2) Weapon Element: Staffs    4   3) Atemi Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND    4   4) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort    4   5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort    4   6) Knifehand Strike ("Chop"): 1/2 Phase, -2 OCV, +0 DCV, HKA 3 1/2d6    3   7) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 8d6 Strike, Target Falls    4   8) Punch/Snap Kick: 1/2 Phase, +0 OCV, +2 DCV, 9d6 Strike    5   9) Side/Spin Kick: 1/2 Phase, -2 OCV, +1 DCV, 11d6 Strike    16   10) +4 HTH Damage Class(es)          10   Defense Maneuver I-IV     3   Acrobatics 13-    3   Analyze: Style 12-    5   Accurate Sprayfire    3   Breakfall 13-    3   Climbing 13-    3   Concealment 12-    3   Contortionist 13-    3   KS: Karate Style 12-    3   KS: Shurikenjutsu Style 12-    0   Language: Japanese (idiomatic; literate) (5 Active Points)    3   Lockpicking 13-    2   PS: Cat Burglar 11-    3   Security Systems 12-    3   Shadowing 12-    3   Sleight Of Hand 13-    3   Stealth 13-    3   Streetwise 11-                24   Martial Reflexes: Combat Luck (12 PD/12 ED)    17   Combat Blindness: Combat Sense (Sense) 12-    3   Simulate Death    4   Ki Focus: Lightning Reflexes (+6 DEX to act first with All Actions) (6 Active Points); Requires A DEX Roll (Characteristic roll; -1/2)                 17 : Powers Cost
     185 + Skills Cost
     198 + Characteristics Cost
     400 = Total Cost Base OCV:  10 Base DCV:  10 Base OMCV:  3 Base DMCV:  3   Levels:  Combat Maneuvers Name Phase OCV DCV Effect Block 1/2 +0 +0 Block, Abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 --- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4DC to attack Move By 1/2 -2 -2 STR/2 + v/10 Move Through 1/2 -v/10 -3 STR + v/6 Set 1 +1 +0 Ranged attacks only Strafe 1/2 -v/6 -2 Ranged moving attack Strike 1/2 +0 +0 STR or weapon Choke 1/2 -2 -2 1d6 NND, Grab One Limb Club Weapon 1/2 +0 +0 KA does Normal Damage Cover 1/2 -2 +0 target held at "gunpoint" Dive for Cover 1/2 +0 +0 Avoids Attack; Abort Hipshot 1/2 -1 +0 +1 DEX Initiative only Pulling a Punch 1/2 -1 per 5d6 +0 Strike, Normal STUN , 1/2 BODY Roll with Punch 1/2 -2 -2 Block, Abort, 1/2 Damage Shove 1/2 -1 -1 Push 1m/5 STR used Throw 1/2 +0 +0 STR Damage, Throw Trip 1/2 -1 -2 Knock Target Prone Basic Throw 1/2 +0 +0 Strike, +6 DC Defensive Throw 1/2 -1 +2 Strike +4 DC Far Throw 1/2 +1 -1 Strike +4 DC Quick Throw 1/2 +1 +0 Strike, +6 DC Atemi Strike 1/2 -1 +1 4d6 NND Block 1/2 +2 +2 Block, Abort Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort Knifehand Strike ("Chop") 1/2 -2 +0 HKA 3 1/2d6 Legsweep 1/2 +2 -1 8d6 Strike, Target Falls Punch/Snap Kick 1/2 +0 +2 9d6 Strike Side/Spin Kick 1/2 -2 +1 11d6 Strike Range (m) 0-8 10-16 17-32 33-64 65-128 129-256 RMod 0 -2 -4 -6 -8 -10 DEX: 20 SPD: 6 ECV: 3 - 3 Phases: 2, 4, 6, 8, 10, 12 6/18 PD (0/12 rPD) 4/16 ED (0/12 rED) MD: 0 END: 40 STUN: 35 BODY: 13 Height: 1.57 m Hair: Jet Black Weight: 46.00 kg Eyes: Black Appearance:  Background: Yukio is an occasional thief by profession, as well as a r?nin, a masterless samurai.

     

    Yukio-Wolverine-Marvel-Comics-Japan-h0.j

  9. Hi fellow heroites !

     

    I waqs recentl reading again the Book of the machine, and noticed that Tetsuronin is notified as one of the major threats for Mechanon. SO I tried to found more infos about that character, but found nothing.

     

    Was it ever written somewhere in a book ?

     

    Tetsuopale

  10. Are you playing in Champions Universe, and not Fantasy Hero ?

     

    If so, I'd say you'd need 3-4 GMs in order to handle this properly.

     

    If your PCs are more "human" sized, and so capable of less, I guess You can try doing it with 2 GMs, but I'd not risk it myself

     

    Good luck !

     

    Opale

  11. Heya !

     

    I'm going to Gm soon, and I realize I NEVR prepared one of my iconic villains, that killed one of my PC twice (in his background !).

     

    Name : DeathtTrap

    Archetype : Martial artist / Gadgeteer

     

    Fact is, I'd need example of powers that are triggered, like traps, involving bombs, poison, and all kind of cruel stuff, that are made with sticky, time limit, or damage over time adders

     

    As I was never good with gadets, would you mind, fellow heroites, to give me a hand for that please ?

     

    Trapped Opale :/

  12. hellooooo

     

    Well well well..

     

    With a recent change of "campaign mood",it seems my PCs are going through a wrong way, which tingled my interest.

     

    They might fail and fall, and let the Qliphotic horrors invade my Champions Earth.

     

    SO...

     

    If that happens (and it sounds like it's going to happen), I'm going to make my Champions Earth an alterante dimension of the official one, in which the Kings of Edom conquer the world, and destroy civilization.

     

    And for that, I'm needing some advises, hints, super (heroes or villains), pictures from Dc Comics, Marvel, top cow, Images, etc.. to fill up my new world.

     

    Future Pcs could be a legacy, from heroes or villains, or anything else, to fight the Edomites, their cults, the Elder Worms, Shadow Destroyer, etc... in a post apocalyptic world still superpowered.

     

    So my main question are :

     

    1/ How powerful you think such a team should be ? (ie on how many points are the character build)

    2/ What would you picture yourself in such a world; please toss any ideas you might have, because you have great ideas fellows Heroites

    3/ Btw, would you yourself enjoy to play a game in such a devastated world ?

     

    Ap-opale

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