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johnvalentine

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Everything posted by johnvalentine

  1. I am tossing around a campaign idea where my players get to play a squad of government-created supersoldiers. (All volunteers, taken from all branches of the military.) The process is publicly known about, but very rare and extremely expensive. But the soldiers get to select their 'package' of powers to get imbued with. Skill packages I can construct on my own. So I need some Quick 100 point total "Packages" for the following type of supersoldiers: Heavy Assault Quick Strike Recon/Survival Infiltration/Exfiltration and a 'Balanced' Package that has a little of each. Anyone got some preconstructed? The powers are imbued by Quantum energy irradiated DNA recombination serum. (The serum is irradiated, not them.) As an aside, I have a necessary drawback of the process is it changes the soldier's iris to have some patriotic symbology. For example the American Supersoldiers have Flag-blue eyes with little silver stars speckled in them.
  2. I wanted to make a forcefield that instead of having a PD/ED had a pool of automatically recovering Hit Points that could take damage for the user. Anyone ever work on something like this?
  3. Re: Ego Attacks in 5e Okay by saying they have no defense do you mean they use ecv against it? and then if so does their pd/ed apply to it? And what is the range on ego attacks?
  4. Why would you take this power? for 10 points per 1d6, which does not Body damage, my players have all been taking energy blasts that are 5 points per 1d6 which DOES Body damage. What makes it so special?
  5. Re: Death Becomes me, help me figure it out? I... I do not have any 6e books, unfortunately. I wish I did.
  6. Re: Reflexive Discorporation I used Desolidification+No Endurance+Persistant, With the disadvantage Cannot pass through material objects. Also, for what you are looking at, I also had a character who had Desolidification with the Trigger advantage (When attacked not on their action) and the disadvantages instant, cannot pass thru objects, and no conscious control, so that they cant make themselves desolid but instead 'dust' whenever someone strikes them. The power keeps them relatively safe but if they are holding things they picked up/someone they grabbed they lose their grip if someone attacks them.
  7. My GM wants to run a BLEACH world themed game using HERO system 5e. He wants us all to play low ranked shinigami and have us progress up to (hopefully) captain level of power and maybe if we play the story right Vizard rank. But I am not sure how to do the bleach mechanics. Such as going from regular zanpakuto to shikai where the weapon changes thats about it, and Bankai. Then a different kind of changes to keep track of was going from shinigami to one of those human dolls so they can act in the real world, as well as the vizard transformation. So how do you do this? I would guess multiform for the vizard thing, but I am not sure how to do the shikai-bankai thing. Also if anyone has premades for other shinigami abilities/demon arts, I could use the help. I know it seems I only pop on to ask questions, but i would like to poll the other people in the HERO system community and the only other players here in chandler are my gaming group. and obviously our group is unsure how to do this right.
  8. Re: Please help me understand Okay the spells used in the anime are all very easily definable, it's just that I am recalcitrant to see a relatively new player toy with a VPP. She can be kinda spazzy and I suddenly imagined her saying "Wait, I can make up spells ON THE FLY?!?! Wheeeeeeee!!!!" *Head spins off into space* Now I once had an idea for a MPP that had a set of charges per day that they could expend a charge for any of the 'spells' in that MPP, and could therefore run out easily. He had Multiple MPP's for each 'level' of spells. (went for a FF1/DnD approach to that) Or I had a guy with just a wide variety of gestures+incantations+extra time disadvantaged abilities. How have you done spellcasters before? It would be a spellcaster in the modern day, so maybe they would have some modern equivalents of older practices. She wants to have primarily attack spells, so that may make it easier. -Fire Whip -Fire Ball -Ice Arrows -Shadow Holding -Lightning Strike I had her think of the 5 she would use the most of, and thats what she wants. Would that fit into a Elem Control, or a MPP better? Also, what kind of disadvantage would it be that your powers don't work on 'that time of the month'? It sounds wierd but thats the biggest limitation she wanted to have.
  9. Re: Please help me understand Okay I can see how that works, and I will be using Elemental Control for my lightning character. Another bit of help however, another gamer in my group wants to do a character like Lina Inverse from Slayers, how would you set up her array of spells?
  10. Re: Please help me understand Yeah that does help. Can you have multiple powers from the electrical control active at the same time?
  11. Can someone help me understand how Elemental Controls work? I want to make a guy who has all kinds of electrical powers, based on his body being a natural multi-gigawatt generator. (Exposure to strange energy type hero) Elemental control seemed like a good idea, since electricity is a good solid element, but I don't understand the explanation in the 5e Book.
  12. Re: Storn Idea to full picture Year 7 Here's my contribution. The hero known as sunbeam has never been so far from home. A resident hydrogen-based alien living in the burning corona of a far off star, her people had a peaceful and relatively undisturbed life for millennium. her species learned over the thousands of years how to travel outside their environment, and eventually had expeditions to other stars for colonization. They had found one viable star, Sol. Sunbeam was part of the advance team of 'starbreed' to make sure the star is proper to sustain them. Unfortunately while she was in transit her sun suffered a calamaty and went supernova, wiping out almost her entire species. The rest of the advance choose to split up, and spend the rest of their lives pursuing their own interests; none of the advance team were capable of repopulating the new star as the supernova had effectively neutered them. She found herself watching the planet Earth from its very own sun, and after watching their growing need for help, traveled to it and offered to lend her assistance. Wrapping herself in a powerful Solar Containment field, she keeps her hydrogen fusion body contained without worry of burning out in the planet's relatively freezing temperature. She looks like a statuesque human female, her own design. Her body is covered in a 'skintight' black mesh that makes it safe for others to make contact with her. Her eyes blaze with solar fire, one of the only things she cannot hide, as she actually uses the portals to see out of. her outer appearance is a facade, opening her mouth also unveils the solar fire within. Her hair is a brilliant mane of constantly burning gases, efficiently recycling itself in a roiling manner, appealingly seeming like its constantly moving bright orange hair. She bears no membership markers, and adorns her exterior suit with her emblem, a curving 'S' within a burning sun circle.
  13. Re: Storn Idea to full picture Year 7 Here's my contribution. The hero known as sunbeam has never been so far from home. A resident hydrogen-based alien living in the burning corona of a far off star, her people had a peaceful and relatively undisturbed life for millennium. her species learned over the thousands of years how to travel outside their environment, and eventually had expeditions to other stars for colonization. They had found one viable star, Sol. Sunbeam was part of the advance team of 'starbreed' to make sure the star is proper to sustain them. Unfortunately while she was in transit her sun suffered a calamaty and went supernova, wiping out almost her entire species. The rest of the advance choose to split up, and spend the rest of their lives pursuing their own interests; none of the advance team were capable of repopulating the new star as the supernova had effectively neutered them. She found herself watching the planet Earth from its very own sun, and after watching their growing need for help, traveled to it and offered to lend her assistance. Wrapping herself in a powerful Solar Containment field, she keeps her hydrogen fusion body contained without worry of burning out in the planet's relatively freezing temperature. She looks like a statuesque human female, her own design. Her body is covered in a 'skintight' black mesh that makes it safe for others to make contact with her. Her eyes blaze with solar fire, one of the only things she cannot hide, as she actually uses the portals to see out of. her outer appearance is a facade, opening her mouth also unveils the solar fire within. Her hair is a brilliant mane of constantly burning gases, efficiently recycling itself in a roiling manner, appealingly seeming like its constantly moving bright orange hair. She bears no membership markers, and adorns her exterior suit with her emblem, a curving 'S' within a burning sun circle.
  14. Re: THE Grim Reaper Name: The grim reaper Alternate IDs: Chris "Buttons" Hurrel Player: NPC - Force of Nature Val Char Roll Notes 15 STR 12- HTH Damage 3d6 END [1] 10 DEX 11- OCV 3 DCV 3 10 CON 11- 40 BODY 17- 15 INT 12- PER Roll 12- 10 EGO 11- ECV: 3 30 PRE 15- PRE Attack: 6d6 0 COM 9- 3/38 PD 2/37 ED 5 SPD 5 REC Run: 0" 20 END Swim: 0" 53 STUN Leap: 0" Disadvantages Pts Physical Limitation: Always Desolidified (All the Time, Fully Impairing) 25 Psychological Limitation: Believes he is Death, to deliver it to all who deserve it (Very Common, Total) 25 Reputation: He's Death, been in action for 25 years, 14- (Extreme) 20 Hunted: Quantum Sentinels 14- (As Pow, NCI, Harshly Punish) 25 Money: Has no money Destitute 10 Social Limitation: TALKS IN ALL CAPS... when he talks at all (Very Frequently, Major) 20 XP 0 Base : 650 Disads : +125 XP Spent : +0 Total = 775 98 : Characteristics Cost 430 + Powers Cost 247 + Martial Arts/Skills/Perks/Talents Cost 775 = Total Cost Pts. Power/Skill/Perk/Talent END Powers 112 The Reaper's Cloak: Force Field (35 PD/35 ED/35 Mental Defense/35 Power Defense), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (280 Active Points); Always On (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Weakens the environment whenever his armor takes a hit.; -1/2), Physical Manifestation (-1/4), Visible (-1/4) 80 Death's Body: (Total: 120 Active Cost, 80 Real Cost) Physical Damage Reduction, Resistant, 75% (60 Active Points); Always On (-1/2) (Real Cost: 40) plus Energy Damage Reduction, Resistant, 75% (60 Active Points); Always On (-1/2) (Real Cost: 40) 40 Deathly Form: Desolidification (affected by Holy Energy), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Always On (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Weakens the Environment he passes through; -1/2) 30 Deathly Step: Flight 10", No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (45 Active Points); Always On (-1/2) 18 Soul Consumption: Healing BODY 5d6, Trigger (Taking a life; +1/4) (62 Active Points); No Conscious Control (-2), Self Only (-1/2) 6 100 Death's Scythe: Killing Attack - Hand-To-Hand 5 1/2d6, Area Of Effect Nonselective (One Hex; +1/4), Affects Physical World (+2) (276 Active Points); OIF (-1/2), Required Hands Two-Handed (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Environment gets corroded when touched by the scythe; -1/2), No Knockback (-1/4) 28 50 Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) Martial Arts 1 Weapon Element: Two-Handed Weapons 24 +6 HTH Damage Class(es) 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +8 DC Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, Weapon +8 DC Strike, Must Follow Block 5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +8 DC Strike 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 5 DC 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, Weapon +7 DC Strike, Target Falls 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +10 DC Strike Skills 15 Tracking 18- 3 Sleight Of Hand 11- 15 Shadowing 18- 15 Analyze: Health 18- 10 Defense Maneuver I-IV 3 KS: Anatomy 12- 9 KS: Medical Fields 18- 50 +10 with HTH Combat Perks 5 Anonymity Talents 3 Bump Of Direction 14 Fearless 40 Deadly Blow: +10d6 (With Death's Scythe) 10 Follow-Through Attack 2 Trackless Stride Base OCV: 3 Base DCV: 3 Base ECV: 3 Adjustment + Adjustment + Adjustment + Final OCV: Final DCV: Final ECV: Levels: +10 with HTH Combat
  15. Re: So I want some help with a character but... Heres my first attempt Name: Caroline Chromie Alternate IDs: Chromium Chick Val Char Roll Notes 8 STR 11- HTH Damage 1 1/2d6 END [1] 8 DEX 11- OCV 3 DCV 3 8 CON 11- 8 BODY 11- 25 INT 14- PER Roll 14- 14 EGO 12- ECV: 5 15 PRE 12- PRE Attack: 3d6 18 COM 13- 2/16 PD 2/16 ED 4 SPD 5 REC Run: 26" 16 END Swim: 2" 16 STUN Leap: 21 1/2" Disadvantages Pts Distinctive Features: Gorgeous, Silver hair and eyes when in alter ego. Suit is pure Chrome colored. (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Psychological Limitation: Code of the Hero (Very Common, Strong) 20 Social Limitation: Apprentice at Quinntech R&D, Must follow most orders and is busy when not being a hero (Frequently, Major) 15 Dependent NPC: Her mother and father 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 20 Rivalry: Professional (Quinn Quantum, Head of Quinntech Enterprises), Rival is Significantly More Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Unaware of Rivalry 10 XP 40 Base : 125 Disads : +75 XP Spent : +40 Total = 240 40 : Characteristics Cost 104 + Powers Cost 96 + Martial Arts/Skills/Perks/Talents Cost 240 = Total Cost Pts. Power/Skill/Perk/Talent END Powers 9 Quantum Reciever Array: Endurance Reserve (40 END, 20 REC) Reserve: (24 Active Points); OIF (-1/2) REC: (20 Active Points); Limited Recovery (Only recovers on Post Segment 12; -2), OIF (-1/2) 8 CHROMIUM SUIT: FEET SLOT: Multipower, 40-point reserve, (40 Active Points); Extra Time (6 Hours, Takes time to reconfigure the suit's systems; -3 1/2), Real Armor (-1/4); all slots OIF (-1/2) 2u 1) Speed Boosters: Running +20" (26" total) (40 Active Points); OIF (-1/2), Turn Mode (-1/4) 4 3u 1) Rocket Propelled Flight: Flight 20" (40 Active Points); OIF (-1/2) 4 1u 2) Gravity Redirection System: Clinging (normal STR), Persistent (+1/2) (15 Active Points); Always On (-1/2), OIF (-1/2), Cannot Resist Knockback (-1/4) 2u 3) Rocket Assisted Jump System: Leaping +20" (21 1/2" forward, 10 1/2" upward) (Accurate) (25 Active Points); OIF (-1/2) 2 6 CHROMIUM SUIT: LEGS SLOT: Multipower, 30-point reserve, (30 Active Points); Extra Time (6 Hours, Takes time to reconfigure the suit's systems; -3 1/2), Real Armor (-1/4); all slots OIF (-1/2) 2u 1) Holographic Disguise System: Shape Shift (Sight Group, any shape) (30 Active Points); OIF (-1/2) 3 15 CHROMIUM SUIT: CHEST SLOT: Multipower, 80-point reserve, (80 Active Points); Extra Time (6 Hours, Takes time to reconfigure the suit's systems; -3 1/2), OIF (-1/2), Real Armor (-1/4) 2u 1) Life Support Systems: Life Support (Immunity: Nerve Gases; Immunity: Asphyxiants; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (25 Active Points) 3u 1) Chromium Alloy Plating: Armor (14 PD/14 ED) (42 Active Points); Real Armor (-1/4) 1u 2) AutoDoc: Healing BODY 1d6+1 (13 Active Points) 1 10 CHROMIUM SUIT: SHOULDER SLOT: Multipower, 55-point reserve, (55 Active Points); Extra Time (6 Hours, Takes time to reconfigure the suit's systems; -3 1/2), OIF (-1/2), Real Armor (-1/4) 4u 1) Quantum Ray System: Energy Blast 2d6, Continuous (+1), No Normal Defense (+1), Area Of Effect (7" Cone; +1), Selective (+1/4), Autofire (3 shots; +1 1/4) (55 Active Points); No Range (-1/2) 5 9 CHROMIUM SUIT: HEAD SLOT: Multipower, 47-point reserve, (47 Active Points); Extra Time (6 Hours, Takes time to reconfigure the suit's systems; -3 1/2), OIF (-1/2), Real Armor (-1/4) 2u 1) Radar System: Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points) 1u 2) Comm System: Radio Perception/Transmission (Radio Group) (10 Active Points) 2u 3) Threat Alert Computer (TAC): Danger Sense (self only, in combat, Function as a Sense) (17 Active Points) 14- 8 CHROMIUM SUIT: ARMS SLOT: Multipower, 40-point reserve, (40 Active Points); Extra Time (6 Hours, Takes time to reconfigure the suit's systems; -3 1/2), OIF (-1/2), Real Armor (-1/4) 1u 1) Strength Boosters: Succor STR 4d6 (20 Active Points); Self Only (-1/2) 2 1u 2) Quantum Entanglement Cords: Entangle 1d6, 1 DEF, Affects Desolidified One Special Effect of Desolidification (Quantum Desolidification; +1/4), Cannot Be Escaped With Teleportation (+1/4), Backlash (+1/2) (20 Active Points); Set Effect (Hands Only/Feet Only) (-1) 2 8 CHROMIUM SUIT: BACK SLOT: Multipower, 40-point reserve, (40 Active Points); Extra Time (6 Hours, Takes time to reconfigure the suit's systems; -3 1/2), OIF (-1/2), Real Armor (-1/4) 2u 1) Cloak Generator: Invisibility to Sight Group (20 Active Points) 2 2u 2) Quantum Interference Field: Force Field (20 Power Defense) (20 Active Points) 2 Skills 4 Weaponsmith (Energy Weapons, Firearms, Missiles & Rockets) 14- 3 Analyze: Technology 14- 3 Seduction 12- 3 Inventor 14- 4 Computer Programming (Personal Computers, Artificial Intelligence) 14- 3 Electronics 14- 3 Deduction 14- 3 KS: Technological Advancements and History 14- 3 SS: Quantum Technologies 14- 3 Mechanics 14- 3 Teamwork 11- Perks 30 Advanced Tech 3 Access 3 Computer Link 10 Money: Wealthy Talents 15 Skill Master (+3 with all Skills based on Intelligence) Base OCV: 3 Base DCV: 3 Base ECV: 5 Adjustment + Adjustment + Adjustment + Final OCV: Final DCV: Final ECV: 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/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged attacks only Strike 1/2 +0 +0 STR or weapon Range 0-4 5-8 9-16 17-32 33-64 65-128 RMod 0 -2 -4 -6 -8 -10 DEX: 8 SPD: 4 ECV: 5 Phases: 3, 6, 9, 12 2/16 PD (0/14 rPD) 2/16 ED (0/14 rED) MD: 0 END: 16 STUN: 16 BODY: 8 Roll Location STUNx NSTUN BODYx To Hit 3-5 Head x5 x2 x2 -8 6 Hands x1 x1/2 x1/2 -6 7-8 Arms x2 x1/2 x1/2 -5 9 Shoulders x3 x1 x1 -5 10-11 Chest x3 x1 x1 -3 12 Stomach x4 x1.5 x1 -7 13 Vitals x4 x1.5 x2 -8 14 Thighs x2 x1 x1 -4 15-16 Legs x2 x1/2 x1/2 -6 17-18 Feet x1 x1/2 x1/2 -8 Height: 1.70 m Hair: Silver Weight: 50.00 kg Eyes: Silver Appearance: An incredibly thin yet curvacious french girl with short cut silvery hair and eyes. She has full lips that fall into a faint pout naturally when she isn't thinking about it. She carries herself with a naturally seductive air. Background: No real important information was discovered about her history. Graduated MIT top 1% at the age of 14, Gained the Quinntech sponsorship and apprentices at Quinntech R&D Labs working on advanced technology utilizing the fullest of the now accepted quantum energy technologies.
  16. I dont know how to share it for other board members. I have it saved to google docs but I cant post it for people to see it. How does everyone else do it?
  17. http://docs.google.com/Doc?docid=0Aer8-OX4NszCZGN6anEzNjNfOWR3OHFmOWht&hl=en its a links to google docs of my character. I wanted to make a character who could change out the configuration in her power armor using the multipower system, but with 'slots' for each part of the armor. Arms, chest, shoulder, head, legs and feet, etc. Anywho take a look and help me figure out how this works. I want to be able to have her spend 6 hours 'working' on the suit to change the configuration.
  18. Re: Worst Hero Names (of your campaigns) Had a superspeedster named "Blue Streak", which inevitably boiled down to running around naked jokes. We also encountered "Lucha Prime" the super Luchador illegal immigrant from mexico. There was also an anthro horse villain named "Black Knight" but everyone just called him "Bad Horse".
  19. I am trying out a different way of building a power armor character, So here's the link to my character. It's 5e so you know. http://docs.google.com/Doc?docid=0Aer8-OX4NszCZGN6anEzNjNfOWR3OHFmOWht&hl=en Please let me know if I did that right. I wanted several slots of a suit of power armor that the tech can swap out with 6 hours of work. Anyways, let me know if its right, and if it is, what you think. I got the 'slots' idea from the MMO, btw.
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