Jump to content

Opale

HERO Member
  • Posts

    728
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Opale

  1. Why put the Variable Advantage finally ? just pay the 10 points for each mental category .

     

    As for the doubling MD advantage, i'd just buy it as a complementary MD, with a Custom Adder "Only If Attacker Doesn't Have Both Alien & Robot Mental Category; +1 1/2"

    so something like 20 Mental Defense (Alien & Machine Minds)+ 20 Mental Defense "only if...; 1 1/2"

     

     

    just my opinion

     

    Fembot double classed mind as "Woman and Gynoid Mind" Opale

  2. @Hyper-Man : thank you so much for the infos, help and adivises. I totally forgot how the naked advantages needed to be dependent on the primary slot of the MP. Blonde Mind strikes back...

     

    @Pinecone :

    What are those two adders on the MP you propose : increased Area, and Rend 1/2 ?

     

    @QM : Warchest is a fun character I know for a year or two. One I'd definately put into your  American Bombshell category ^^

     

    Hero Shooling Opale

  3. if some of you guys want to give an eye and point out unbalancing things, I'd be glad to have your feedbacks :)

     

    Knockout
    Player:

     

    Val   Char    Cost

    15   STR 5

    20   DEX 20

    18   CON 8

    13  BODY 3

    9    INT -1

    10  EGO 0

    10  PRE 0      

    6/15   PD 4

    4/13   ED 2

    6   SPD 40

    8   REC 4

    48   END 6

    30   STUN 5      

    16m/32m,   RUN 0

    4m   SWIM 0

    8m   LEAP 0

    Characteristics Cost: 145

     

     

    Cost   Power END   

    Ninja Arsenal   

    5   Distracting Costume (Ninja Silks): +20 PRE (20 Active Points); Only To Make Seductive/Friendly Presence Attacks Solely For Purposes Of Causing Target To Delay His Actions In Combat (-1), Only Versus Targets Of Appropriate Sexual Orientation (-1), OIF (4 DEF; -1/2), Only Works Once Per Target Per Scene (-1/2)   

    4   Shurikens: Killing Attack - Ranged 1d6-1 (10 Active Points); OIF (-1/2), 4 Recoverable Charges (-1/2), Range Based On Strength (-1/4)  [4 rc]

    22   Bo Staff: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1)   

    2f   1) Staff Strike: (Total: 43 Active Cost, 19 Real Cost) Hand-To-Hand Attack +8d6 (40 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) (Real Cost: 18) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 1)  4

    1f   2) Pole Dance Strike: Area Of Effect (2m Radius; +1/4) for up to 45 Active Points of HA+9d6, Personal Immunity (+1/4), Hole In The Middle (fixed size; roughly 1m radius out from the center pole; +1/4) (16 Active Points); OAF (-1), Requires A Martial Arts Tricks Roll (-1/2)  2 1f   3) Storm Of Steel: Autofire (5 shots; +1/2) for up to 45 Active Points of HA+9d6 (22 Active Points); OAF (-1), Requires A Martial Arts Tricks Roll (-1/2) 

    2 1f   4) Reinforced Bo Staff Grip: +45 STR (45 Active Points); Only vs Grabs/Disarm (-1), Only To Resist (-1), OAF (-1) 4         

     

      Ninja Tricks   

    18   Ninja Uncanny Dodge: Combat Luck (9 PD/9 ED)   

    2   Genshin: Lightning Reflexes (+4 DEX to act first with All Actions) (4 Active Points); Instant (only applies against that one target for that Phase; -1/2), Requires A PER Roll (; -1/2)   

    3   False Disengage: (Total: 9 Active Cost, 3 Real Cost) +1 OCV (5 Active Points); Requires A Sleight Of Hand Roll (; -1/2), Only Applies To HTH Combat With Weapons (-1/2), Extra Time (takes a Half Phase to use, -1/4), Nonpersistent (-1/4) (Real Cost: 2) plus +2 to Sleight Of Hand rolls (4 Active Points); Only To Perform False Disengages (-2) (Real Cost: 1)  0

    2   Catching The Blade: +3 OCV with Block (6 Active Points); Only Versus Weapons (-1), Costs Endurance (-1/2), Requires A Martial Arts Tricks Roll (; -1/2) [Notes: The character is so skilled that when someone swings a sword (or other weapon) at him, he knows how to clap his hands together with such precision that he can “grab” the blade without being hurt at all! In HERO System terms, this is bought as +3 OCV to Block that only works versus weapons (thus overcoming the standard -1 to -3 OCV penalty imposed on a character who tries to Block a weapon attack barehanded).]  1

    6   Wall Spring: +2 with HTH Combat (16 Active Points); Costs Endurance (-1/2), Instant (lasts for just that Segment; -1/2), Requires An Acrobatics Roll (; -1/2), Requires Vertical Structure (-1/4) [Notes: This ability allows a character to use his acrobatic skills and a vertical structure in the location of a fight — a wall, column, tree, archway, or the like — to get the drop on his opponent. Examples include a quick leap that lets him “bounce” off the structure to land behind his opponent, or running toward a wall when his foe chases him, then running a couple steps up the wall and back-flipping to land behind his pursuer.]  2

    10   Array (w/Hotsuma): Aid OCV and DCV 4d6, Expanded Effect (x2 Characteristics simultaneously) (+1/2) (36 Active Points); Must Be Within 10m Of Designated Partner (1 partner only; -1), Only to Aid Self (-1), Both Characters Must Be Fighting (-1/2) [Notes: An array is a fighting style where two or more fighters have trained together so long and so well that the whole is greater than the sum of its parts. (This other person is the “Designated Partner” referred to in the Limitation; the character must define who the Designated Partner is when he buys the power, and can’t change him thereafter unless he reduces the Limitation to add more people.) When they fight together and deliberately take advantage of their training (i.e., devote an Attack Action to activating this Aid), the partners in the Array are much more formidable than when fighting alone or fighting alongside someone who’s not their partner. If characters in an Array become separated in combat beyond the 10m range, they cannot use their Aid bonus at that moment... but it doesn’t wear off instantly. If the characters get back within range of one another before the Aid wears off, the Aid bonus is instantly restored (though it may have partly faded in the interim, of course). Similarly, both characters must be fighting in the same combat (though not necessarily against the same target). If either of them stops fighting or is unable to fight for any reason (including being Entangled or Grabbed for more than 1 Segment), the Aid bonus doesn’t apply until they’re both able to fight once more. Although this power doesn’t necessarily involve either character beginning to glow or the like (though it could), it’s still as Obvious as any other Adjustment Power. Opponents fighting the character and his Designated Partner realize that they fight better together, and thus may be able to figure out how to deny them the benefit of their Array.]  4          

     

    Ninja Uncanny Mobility   

    7   Battlefield Agility: +4 DCV (20 Active Points); Only If Character Makes A Half Move Or Full Move (-1), Costs Endurance (-1/2), Requires An Acrobatics Roll (; -1/2)  2

    4   Battlefield Mobility: Running +4m (16m/32m total)  1

    8   Combat Running: Running +16m (16m/32m total) (16 Active Points); Only To Make Half Moves In Combat (-1)  2

    2   Improved Leaping: Leaping +4m (8m forward, 4m upward)  1

    3   Can Take A Fall: +4 to Breakfall (8 Active Points); Only To Avoid Knockback Damage (-2)   

    3   Leap To Safety: +4 to DEX Rolls (8 Active Points); Only To Make Dive For Cover Rolls (-2)   

    4   Way Of The Monkey: Clinging (normal STR) (10 Active Points); Costs Endurance (-1/2), Instant (-1/2), Requires An Acrobatics Roll (-1/2), Cannot Resist Knockback (-1/4)  1          

     

    Wondrous Seduction   

    5   Unearthly Beauty: +4/+4d6 Striking Appearance (vs. Only vs those likely to find her attractive (which includes most men)) (8 Active Points); Only For Pleasant Interaction (-1/2)   

    8   Persuasive Beauty (Settoku-ryoku no aru utsukushi-sa): +4 with all Interaction Skills (16 Active Points); Only For Pleasant Interaction (-1/2), Side Effects (Side Effect affects both character and recipient of Power's benefits; persuading character is responding positively to any pleasant interaction from the target in return; -1/2)   

    26   Hsimentjutsu: Multipower, 46-point reserve, (46 Active Points); all slots Requires An EGO Roll (-1/2), Gestures (-1/4)   

    2f   1) Control The Mind: Mind Control 9d6 (Human class of minds) (45 Active Points); No Range (-1/2), Requires An EGO Roll (-1/2), Gestures (-1/4)  4

    2f   2) Free The Mind: Suppress Mind Control 4d6 (40 Active Points); Costs Endurance (to maintain; -1/2), Requires An EGO Roll (-1/2), Limited Range (-1/4), Gestures (-1/4)  4

    1f   3) Cloud Men’s Minds: Invisibility to Sight Group (20 Active Points); Requires An EGO Roll (-1/2), Each Point Of Mental Defense Adds +1 To PER Rolls To Perceive Fringe (-1/4), Gestures (-1/4)  2

    1f   4) What A Knockout!: Blast 4d6, STUN Only (+0), Attack Versus Alternate Defense (Mental Defense; +1) (40 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (character is at 1/2 DCV, seductively posing/exposing herself; -1), No Range (target must be adjacent) (-1/2), Only Works Against Targets Of Appropriate Sexual Orientation (-1/2), Requires An EGO Roll (-1/2), Gestures (-1/4) [Notes: The character is so beautiful that when she turns the full force of her attractiveness and charm against a specific person, that person feels faint.]  4

    1f   5) Geisha's Enrapturing Kiss: (Total: 46 Active Cost, 10 Real Cost) Touch and Mental Groups Flash 2d6, Constant (+1/2) (16 Active Points); Must Follow A Grab (-1), Costs END To Maintain (Full END Cost; -1/2), No Range (-1/2), Restrainable (-1/2), Only Works Against Targets Of Appropriate Sexual Orientation (-1/2), Requires An EGO Roll (-1/2), Gestures (-1/4) (Real Cost: 3)plus Blast 4d6, STUN Only (+0), Constant (+1/2) (30 Active Points); No Range (-1/2), Restrainable (-1/2), Costs END To Maintain (Full END Cost; -1/2), Must Follow A Grab (-1/2), Only Works Against Targets Of Appropriate Sexual Orientation (-1/2), Requires An EGO Roll (-1/2), Gestures (-1/4) (Real Cost: 6)  5

     

    Powers Cost: 154

     

     

    Cost   Skill

    24   +3 with HTH Combat 

    3   Power: Martial Arts Tricks 13- 

    3   +1 with Hsimenjutsu      

     

    3   Charm 11- 

    3   Persuasion 11- 

    2   KS: US Navy 11- 

    2   KS: The Superhuman World 11- 

    2   KS: Supervillains 11- 

    2   PS: Charm Model 11- 

    1   PS: Pole Dancer 8-         

     

    Pilot Training 

    1   Combat Piloting 8- 

    1   Navigation (Air) 8- 

    1   Systems Operation 8- 

    0   TF: Combat Aircraft         

     

    Ninja Training 

    3   Acrobatics 13- 

    3   Breakfall 13- 

    3   Climbing 13- 

    3   Concealment 11- 

    3   Contortionist 13- 

    3   Defense Maneuver I  

    2   KS: Ninjutsu 11- 

    2   Language: Ninja Codes & Symbols (fluent conversation) 

    3   Lockpicking 13- 

    3   PS: Knot-Tying 13- 

    3   PS: Noroshijutsu 13- 

    3   Shadowing 11- 

    3   Sleight Of Hand 13- 

    3   Stealth 13- 

    4   WF: Common Martial Arts Melee Weapons, Common Melee Weapons         

     

    Everyman Skill Package

      0   Acting 8- 

    0   Conversation 8- 

    0   Deduction 8- 

    0   Language: English (idiomatic; literate) (5 Active Points) 

    0   Paramedics 8- 

    0   TF: Common Motorized Ground Vehicles, Everyman 

    0   AK: California 8- 

    Skills Cost: 92

     

     

    Cost   Perk

    1   Fringe Benefit: Passport 

    2   Contact: Corrina Cadeau, Pitchwoman For The Superheroes 11- 

    3   Contact: Detective Ray Marlowe, MCPD police officer (Contact has very useful Skills or resources) 8- 

     

    Perks Cost: 6

     

     

    Cost   Talent 3   Resistance (+3 to roll) 

    Talents Cost: 3

     

    Total Character Cost: 400

     

    Val   Disadvantages

    10   Distinctive Features: Unearthly Beauty (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 

    10   Distinctive Features: Ch'i Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 

    10   Hunted: Kinbaku Ninja Clan Frequently (Mo Pow; Watching) 

    15   Perfect Vessel : Hunted: Black Paladin Infrequently (Mo Pow; Capture/Torment/Enslave) 

    10   Psychological Complication: Likes to flirt and tease. (Common; Moderate) 

    15   Psychological Complication: Show-off; Likes To Act Seductively In Combat (Very Common; Moderate) 

    10   Social Complication: Bad Conduct Discharge from US Navy Infrequently, Major 

    20   Code vs Killing: (Common; Total) 

    10   Social Complication: Secret ID Infrequently, Major 

    10   Negative Reputation: Party Girl, Frequently 

     

    Disadvantage Points: 120
    Base Points: 400
     

    Opale, creating the "Kinbaku Female ninja Clan"

    Knockout.hdc

    post-11178-0-59648700-1441005742_thumb.png

  4. Aloha everyone

     

    I wondered if anyone had found or made a list - or two- including the names of all supers & Villains, sorted out by countries or even by cities ?

     

    I often doesn't have the names in mind when my PCs question me about the who's who in the Champions Universe.

     

    CU scholaring Opale

  5. @Pinecone

     

    yes, I think she might even turn to a full heroine, and not a sidekick anymore.

    I'm actually giving a thought about creating an all-women ninja clan, with abilities more based on charm than combat. ;)

     

    Ninja Opale

  6. Thanks Bolo :)

     

    Indeed, this couple of PC/DNPC works very similarily to this Spidey/Black Cat thingy you describe to me.

    And for instance, the DNPC got her powers long time ago from ingesting the Elixir of Life, that was purged from her organism.

     

    It could act as a catalyst to any other empowering effect... Might be a good clue.

     

    Plotting Opale

  7. Thanks all for the insights :)

     

    Personally I think that a sidekick, been indeed a hefty amount of points in a PC sheet - as Boloof Earht said - should be both similar AND significantly different from his boss.

    For instance, one of my PC is playing a Silent Path Taijutsu Demon Hunter Ninja.

    And he has a secret love for a DNPC (so fun scenes ! :P) with an ex heroine (now built on 100 points), who lost her powers but stayed around the super group.

    Now, he's fearing for her life, as, of course, she wants to be part of the action, and put herself in all kind of dangerous situations.

     

    So, the PC proposed her to train her so she could be more assured and capable. 

     

    If it seems good to imagine she could learn martial arts with him, but no fun to have her as a copycat of his own abilities. I guess similarity should be between 50-75% and the rest full of surprises and novelties, based on the character past, attitude, and abilities.

     

    ABOUT abilities : I figured out that such a training would take some major time in the campaign and dedication from the trained character. But how long ? My first thought is it would take years.

    Or the DNPC would have a travel to a special place where the training could be accelerated.

     

    What do you think ? I want to make it coherent, but not too long either.

     

    Opale, doing morning push-ups, katas and ukemis.

  8. A little insight is wished here.

     

    When I revisit the follower Perk, I see that in 5th edition the cost of a follower is the base cost not including the Disadvantages costs

    When I look at 6ED, I'm not sure if that still works ?

     

    So what ?

     

    And then ? It makes having a sidekick very costly doesn't it ? Or am I missing something ?

    And for a good measure, how "strong" should a sidekick be for a classical 400 Points character ?

     

    If someone has hints about the topic

     

    Sidekicking Opale

  9. Aloha bunch of heroes :)

     

    Long time I didn't set foot here, so please forgive me bluntiness. I hope you all were good.

     

    I have the curiosity to know if some of you ever played or Gamemastered the Shades of Black adventure, and if so, what happened to to character that was choosed as a vessel by Chantal (SPOILER !)

     

    In the "official" line, it was Witchcraft that was in trouble with the Transformation involved, but I tend to not let the Champions do the work, so my PCs get involved.

    And I'm looking for opinions, advises and maybe funny ideas on how to settle thing with a PC or a DNPC that would be choosed as the Vessel and turned by Chantal Magic, providing there is no known way to turn back her into her normal form ?

     

    And what kind of Abilities / Powers / skills, and of course Complications/ Disadvantages it could lead her to ?

    I'm not clueless, but my PCs starts to know how I think ,so I need a bit a fresh new points of view to surprise them.

     

    Thanks in advance

     

    Shades of blacking makup Opale

  10. шидтэн (meaning Wizard) would be the soooo old and time ravaged mystic of the group, acting as both a spiritual guide, a man of wisdom, and a scholar.

    his powers would be linked to the Mongolian ground, making him the natural guardian of his people. Those wold include powwers on the elements (Earth, fire, air, water) and onto plants and animals aswell. Maybe even the ability to talk with ancestors and imbue his team with more abilities

    As a costume he would wear traditionnal furs and feishes, and have an ascet life.

     

    Opale

     

    Returning from galactic adventures and blowing kisses to the community !

  11. The second half of her equation (after the equals) is just a restatement of the left side; it can be ignored.

     

    To use it, take the character you're going to rate (Randall Irons from 6E2 pg 436) and fill in the appropriate values from the character sheet.

    We'll default to using his Boxiing Cross for now, but the values could be recomputed for the Hook or using a firearm.

     

    Average(OCV 5 + DCV 7) is 6 + SPD 4 + DC 5 + Average(PD 6 + ED 6)/5 is 1.2 for a final answer of 16.2.

     

    By itself, the 16.2 value doesn't mean a lot.  But if the GMs villains all score 20 or better, Randall is going to have a tough go of it.

     

    It's useful to balance, though the number doesn't have to be an exact match.  If I wanted to find out the largest attack I could reasonably have, it would give me an idea what my other stats should be.  We'll say a straight 10's normal with a 4d6 RKA.

     

    Average(OCV 3 + DCV 3) is 3 + SPD 2 + DC 12 + Average(PD 2 + ED 2)/5 gives a 17.4   So, probably tougher than Randall - he'll have to play smart to win.

     

    Chris.

    Thankee for the help Chris :)

  12. "Rule of X" is a way to diversify character's damage, Defenses and CV while still staying within a certain budget of resources. The idea is to allow someone who wants to play high CV characters to be able to balance vs High DC, High Def, low CV characters. I have seen some insane ways people try to calculate this. Complicated is something that we don't need. This is a way to still have caps, but not have everyone doing the exact damage/cv etc.

     

    I am looking for something that gets people close enough, but is still fairly understandable to new players.

     

    first try:

    CV (Avg OCV and DCV) + Spd + DC + ((avg PD&ED)/5)  =  CV (Avg OCV and DCV) + Spd + DC + (PD+ED/10)

     

    Am I missing something huge? Is there some SIMPLE other way that this can be approached.

     

    Be Constructive, help me brainstorm here.

    Aloha Tasha

     

    Can you please explain to my blonde mind how to use this equation ? I mean, what am I supposed to do with it to use it properly when I create a character sheet ?

     

    Just out fo curiosity

     

    Tia :) 

     

    Opale

×
×
  • Create New...