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Beast

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Everything posted by Beast

  1. if there are hexes you can figure out down to 30 degrees easy, 15 degrees if you have help squares get you 45 degrees easy and 22.5 degrees if you have help
  2. the Base is bought using pg 27 apg2 yep she has to make make a choice and live with it My version limits PD and ED foes and I can upgrade w/ exp and AP negates Cannot escape via t-port
  3. I pay once to turn to it on It stays on till I change slots or will it off The EDM home is from apg 2 and opens when I pay the end for it Having EDM to get to it would be cheesy way to subvert paying to open the power
  4. It was suggested to me in the game to use Change Enviroment and a -40m to teleport My grip is inescapable: Change Environment (-40m of any mode of Movement), Costs Endurance Only To Activate (+1/4) (50 Active Points); Increased Endurance Cost (x10 END; -2), No Range (target must be grabbed; -1/2), Lockout (other stuff in this list; -1/2), Unified Power (-1/4) AP on t-port halves the minus from the CE(both the GM and I agreed on this) so to escape the target needs to exceed the minus from the CE(still limits range teleported) or break the grab
  5. the total of the 3 MPs is 63 active pts running running at the same time (15pts Multifuction hands, 22pt make the golem move, alter the form of the golem 26pts) I would prefer no gestures or incantations just unified so Hugh what does the whole VPP look like? Do VPPs in 6th work like 5th ed or is it reversed I could never wrap my head around if the active and the control where not the same
  6. there are 3 MPs being combined #1 Multifuction Hands 15pts(and has only unified limitation) #2 Magics to move an Iron Golem 22pts(as above) #3 Magics to alter self 26pts(this is the one that has lots of limitations) so the largest power at any 1 time is 26pts
  7. Well going with a VPP of 63 pts(what those 3 MPs had in active points would raise her points to 498) the vpp would look like this 1 Various Magics added : Variable Power Pool, 63 base + 26 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (102 Active Points); all slots Gestures (Requires both hands; -1/2), Unified Power (-1/4), Incantations (-1/4) or this(a bit cheaper I did not like the changes to VPPs so I rarely use them) she becomes 489pt 2 Various Magics added : Variable Power Pool, 26 base + 63 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (120 Active Points); all slots Gestures (Requires both hands; -1/2), Unified Power (-1/4), Incantations (-1/4) I could toss the Library of the ages: +2 with all Non-Combat Skills (and save 5 pts)
  8. for me there are too many different limitations and some things that cannot go into frame works like naked advantages and senses I could try getting the 3 MPs into 1 VPP
  9. in the case of the tongues spell the end cost must be paid each time the language changes Nemisis BARF 468.hdc
  10. Here is the HDC file Nemisis BARF 468.hdc
  11. Here you go the full character sheet Nemesis Anastasia Romanova VAL CHA Cost Roll Notes 55 STR 15 20- HTH Damage 11d6 END [2] 18 DEX 16 13- 30 CON 20 15- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 18 PRE 8 13- PRE Attack: 3 1/2d6 9 OCV 30 6 DCV 15 1 OMCV -6 3 DMCV 0 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 10 PD 8 10/25 PD (0/15 rPD) 10 ED 8 10/25 ED (0/15 rED) 15 REC 11 50 END 6 13 BODY 3 60 STUN 20 Movement Cost Meters Notes RUNNING 0 26m/52m END [2] LEAPING -2 44m 44m forward, 22m upward TELEPORTATION 10m/20m TUNNELING 17m/34m Characteristics Total: 196 Cost Powers 45 +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points) - END= 45 Resistant Protection (15 PD/15 ED) - END=0 36 Life Support (Eating:only once per week; Immunity All terrestrial diseases and poisons;Immortal; Safe in High Pressure; Radiation; Intense Cold;Heat in Low Pressure/Vacuum; Self-Contained Breathing;only has to sleep 8 hours per week) (36 Act Pts) - END=0 - END= Golem body, all slots Unified Power (-1/4) - END= 7 1) Tongues spell: Universal Translator 16- (24 Active Points); Increased Endurance Cost (x8 END; -1 3/4), Costs Endurance (Only Costs END to Activate; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=16 5 2) Library of the ages: +2 with all Non-Combat Skills (20 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Increased Endurance Cost (x4 END; -3/4), Costs Endurance (Only Costs END to Activate; -1/4) - END=8 12 3) Extra dimensional home: Custom Power (55 Active Points); Increased Endurance Cost (x10 END; -2), Concentration (0 DCV; -1/2), Restrainable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) [Notes: (1024 cubic meters 32m x 16m x 2m tall) stuff in storage 2 cases of MREs 4 5gal jerrycans of water extra clothes burner phones cost 15 pg 27 apg2] - END=50 - END= Body magical advantages - END= 3 1) Magical Face Hardened(4 pts): Hardened (+1/4) for up to 45 Active Points of Resistant defenses, Constant (+1/2) (16 Active Points); Increased Endurance Cost (x7 END; -3*), Lockout (-1/2), Unified Power (-1/4) - END=0 4 2) Magical defenses(pts): (Total: 18 Active Cost, 4 Real Cost) +9 Mental Defense (9 points total) (9 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 2) plus Power Defense (9 points) (9 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 2) - END=14 5 3) Magical Grip(9pts): : Affects Desolidified Any form of Desolidification (+1/2) for up to 30 Active Points, Constant (+1/2) (22 Active Points); Increased Endurance Cost (x7 END; -3), Lockout (-1/2), Unified Power (-1/4) - END=14 2 4) Magical Grip(5pts): : Cannot Be Escaped With Teleportation (+1/4) for up to 30 Active Points, Constant (+1/2) (10 Active Points); Increased Endurance Cost (x7 END; -3), Lockout (-1/2), Unified Power (-1/4) - END=7 - END= gems of seeing, all slots Increased Endurance Cost (x7 END; -3), Lockout (normal sight; -1/2), Perceivable (unnatural eye colors white or gold depending on which is in use; -1/2), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) - END= 6 1) White eyes(combat mode) Magic based: Radar (Unusual Group), +4 to PER Roll, Discriminatory, Analyze, Telescopic: +14 (36 Active Points) [Notes: No mods untill past 1km can be seen by those with a magic sense] - END=28 8 2) Golden eyes: Detect and read/ analyze magic A Large Class Of Things 14- (Unusual Group), Discriminatory, Analyze, Partially Penetrative, Range, Sense, Targeting (44 Active Points) - END=28 - END= 8 Multi-function hands: Multipower, 15-point reserve, (15 Active Points); Restrainable (-1/2), Unified Power (-1/4) - END= 1f 1) wedging/poking in her frail looking fingers to climb: Clinging (70 STR) (15 Active Points) - END=0 1f 2) Stiletto fingers or axe hand: (Total: 14 Active Cost, 14 Real Cost) HKA 1 point (3d6 w/STR), Variable Special Effects (Limited Group of SFX; various blades and axes; +1/4), Reduced Endurance (0 END; +1/2) (9 Active Points) (Real Cost: 9) plus +1 OCV (Real Cost: 5) [Notes: Pushed 5d6hka Haymaker 6d6-1hka pushed haymaker 6d6 +1hka] - END=0 1f 3) Predictive magic: +3 OCV (15 Active Points) - END= - END= 18 Various magics to move an Iron Golem: Multipower, 22-point reserve, (22 Active Points); all slots Unified Power (-1/4) - END= 1f 1) Magic from Boots of Striding and Leaping: Running +14m (26m total), Reduced Endurance (1/2 END; +1/4) (20 Active Points) [Notes: 55.16 mph] - END=1 2f 2) Magic from Boots of Striding and Leaping w/ a lot of levitation: Leaping +44m (44m forward, 22m upward) (22 Active Points) [Notes: 47.52 mph] - END=2 2f 3) Magic from Boots of Striding and Leaping blended in to a Super Parkour movement style: Running 10m, x4 Noncombat, Usable [As Second Mode Of Movement] (leaping; +1/4) (22 Active Points) [Notes: max NC 95 mph max span 88m 538m per turn phase 0 22m/ 1 44m / 2 66m /3 88m] - END=2 2f 4) Knockback Resistance -22m (22 Active Points) - END=0 1f 5) Teleportation 10m, Safe Blind Teleport (+1/4), MegaScale (1m = 1 km; +1) (22 Active Points); Increased Endurance Cost (x2 END; -1/2) - END=4 1f 6) Tunneling 15m through 2 PD material (19 Active Points) - END=2 1f 7) Spot welding repairs using Hellfire and a bit of pounding to repair metal: Healing BODY 1d6, Decreased Re-use Duration (5 Minutes; +1) (20 Active Points); Restrainable (-1/2), Limited Power Power loses about a third of its effectiveness (self only(not for flesh and blood); -1/2), Perceivable (-1/4) - END=2 - END= 8 Magics to alter self: Multipower, 26-point reserve, (26 Active Points); all slots Increased Endurance Cost (x5 END; -2), Unified Power (-1/4) - END= 1f 1) Shape Shift (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Costs END Only To Change Shape (+1/4) (25 Active Points) - END=10 1f 2) Bright Sunlight/Intense Magnetic field/Wyld magic/Cold Iron: Change Environment (-1 to Characteristic Roll or Skill Roll, Varying Combat Effects), Area Of Effect (4m Radius; +1/4), Costs Endurance Only To Activate (+1/4), Variable Special Effects (Any SFX; +1/2) (26 Active Points) - END=10 1f 3) Bright Sunlight as a flashlight: Change Environment (-1 to Sight Group PER Rolls, Varying Combat Effects), Costs Endurance Only To Activate (+1/4), Area Of Effect (64m Cone; +1), Thin Cone (-1/4) (26 Active Points) - END=10 1f 4) Gates to Hell hot/cold: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +1/4), Costs Endurance Only To Activate (+1/4), Personal Immunity (+1/4), Variable Special Effects (Limited Group of SFX; Hot or Cold; +1/4), Constant (+1/2), Uncontrolled (+1/2), Penetrating (x4; +2) (26 Active Points); Leaves A Trail (+1/4*) - END=10 1v 5) Hot/cold as hell: Change Environment (+3 Temperature Level Adjustment), Costs Endurance Only To Activate (+1/4), Varying Effect Very Limited Group (hot or cold; +1/4), Area Of Effect (64m Radius; +1 1/4) (25 Active Points); No Range (-1/2) [Notes: Temperature Level REC Lost END Lost per 20 minutes Comfort Zone — — 1 (-1) -1 -1 2 (-2) -2 -2 3 (-3) -3 -3 4 (-4) -4 -4 5 (-5) -5 -5] - END=10 Powers Total: 230 Cost Skills Presence Skills may add + 3 for Striking Appearance 3 1) Acting 13- 3 2) Charm 13- 3 3) Streetwise 13- Dex skills 3 1) Stealth 13- 2 2) Teamwork 10- Int based 2 1) Navigation (Land) 12- general 3 1) Power: magic skill 11- 3 Scholar 1 1) KS: Binding Magic (2 Active Points) 11- 1 2) KS: Cults, Covens and Secret Organizations (2 Active Points) 11- 1 3) KS: Legendary Magic Items and Artifacts (2 Active Points) 11- 1 4) KS: Monsters, Legends and Myths (2 Active Points) 11- 1 5) KS: Occult History (2 Active Points) 11- 1 6) KS: The super powered scene (2 Active Points) 11- 1 7) KS: Transmutation Magic (2 Active Points) 11- 1 😎 KS: World history (2 Active Points) 11- everyman skills 0 1) Climbing 8- 0 2) Deduction 8- 0 3) Language: English (completely fluent; literate) (4 Active Points) 0 4) Paramedics 8- 0 5) Persuasion 8- 0 6) PS: model 11- 0 7) Shadowing 8- 0 😎 TF: Everyman Skill, Small Motorized Ground Vehicles 0 9) AK: SF bay area 8- Skills Total: 30 Cost Perks 3 BARF Base 0 Fringe Benefit: Custom Adder, Federal/National Police Powers Perks Total: 3 Cost Talents 9 +3/+3d6 Striking Appearance (vs. all characters) Talents Total: 9 Value Complications 5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: DEMON(she is a magical artifact) Infrequently (Mo Pow; Harshly Punish) 10 Hunted: past assassinations coming back to haunt her Infrequently (As Pow; Harshly Punish) 10 Physical Complication: she has no organs(normal healing powers have no effect on her Iron Golem body (Infrequently; Slightly Impairing) 15 Psychological Complication: protective of the inocent (Common; Strong) 10 Social Complication: Secret Id Infrequently, Major Complications Points: 75 Base Points: 400 Experience: 68 Experience Unspent: 0 Total Character Cost: 468
  12. And how long has he been funding Blue Origin? Tesla paid for Elon Musk to launch HIS personal car into space for a grand tour of our local orbit some people need to get a life of course since he sold all interest in Amazon How many will stop buying from Amazon or drop their Prime accounts? not many is my guess, or enough to make a dent like what happened to Disney+ over Gina
  13. as 3 of the 4 powers are naked advantages they cannot go into an MP all draw End from the same source pulled the cost end lim and added Constant(as NA they get to now become instant redone below(COSTS DID NOT CHANGE Body magical advantages Magical Face Hardened(4 pts): Hardened (+1/4) for up to 45 Active Points of Resistant defenses, Constant (+1/2) (16 Active Points); Increased Endurance Cost (x7 END; -3*), Lockout (-1/2), Unified Power (-1/4) Magical defenses(pts): (Total: 18 Active Cost, 4 Real Cost) +9 Mental Defense (9 points total) (9 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 2) <b>plus</b> Power Defense (9 points) (9 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 2) Magical Grip(9pts): : Affects Desolidified Any form of Desolidification (+1/2) for up to 30 Active Points, Constant (+1/2) (22 Active Points); Increased Endurance Cost (x7 END; -3), Lockout (-1/2), Unified Power (-1/4) Magical Grip(5pts): : Cannot Be Escaped With Teleportation (+1/4) for up to 30 Active Points, Constant (+1/2) (10 Active Points); Increased Endurance Cost (x7 END; -3), Lockout (-1/2), Unified Power (-1/4)
  14. yes the lock out the other powers on the list
  15. Body magical advantages Magical Face Hardened(4 pts): Hardened (+1/4) for up to 45 Active Points of Resistant defenses (11 Active Points); Increased Endurance Cost (x5 END; -1*), Lockout (-1/2), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) Magical defenses(pts): (Total: 24 Active Cost, 6 Real Cost) +12 Mental Defense (12 points total) (12 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 3) <b>plus</b> Power Defense (12 points) (12 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 3) Magical Grip(9pts): Affects Desolidified Any form of Desolidification (+1/2) for up to 55 Active Points of Strength (27 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*) Magical Grip(5pts): Cannot Be Escaped With Teleportation (+1/4) for up to 55 Active Points of Strength (14 Active Points); Increased Endurance Cost (x7 END; -1 1/2), Lockout (-1/2), Unified Power (-1/4), Costs Endurance (Only Costs END to Activate; -1/4*)
  16. what if the bullet is pushed out by rebuilding the damaged tissue along the wound track(last damaged 1st healed) when stitching a deep wound you deal with the deepest part first , not the surface damage
  17. Had first ed played it a bit acted at Renn faire with John Wick back in the 90's(I'm in Pirate Nations) I found that the spending on stats for keep dice was the way to go(you want to keep at least 3 dice) I was on the 2nd ed Kickstarter, but have not played 2nd ed
  18. transform area LS safe vs radiation area sticky
  19. here are 2 characters who use stretching(Blip and Precision) both can be very effective I think of stretching characters as short to med range sniper(they get no range mods as their attacks are considered hand to hand attack range https://www.herogames.com/profile/136-beast/content/?type=downloads_file
  20. Beast

    HD Update

    then what changed ? that seemed to be the only change I saw and I was not that far out of date I usually check every 3 months or so unless somebody says something as in this case
  21. Beast

    HD Update

    the update 1/2ed the limitation for increased End cost on those with "costs End to activate"
  22. Beast

    HD Update

    it looks like the limitation on increased end cost got 1/2ed on powers that only cost End to activate
  23. Beast

    HD Update

    I'm seeing character costs going up what changes happened?
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