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Beast

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Everything posted by Beast

  1. I think the scientist card is priced wrong having the scientist skill enhancer should lower the cost of a 2 pt science skill to 1pt so instead of spending 18pts it should be 9 pts I'd say add a choice of 3 regular skills like Computer Programing,Electronic,Mechanics,Inventor,Security Systems and Systems Operations
  2. the number is tiny and on the bottom left of the discriptor side the starting template is actually an HDC file(so open as a character not a template)
  3. No problem the big difference is that that figured stats got disconnected from the primaries and you now have to pay for those so an increase from 350 to 400 was made all the forms of resistant defence got folded into 1 power that you mod to your liking Elemental controls got dropped but Unified got added as a limitation to replace it Transfer got dropped ,but you can build it as a Drain linked to an Aid and flavor either side to make Rogue from the X-Men AND MY FAVORITE Regeneration is back instead of that KLUDGE of building it with Aid and all those add ons to flavor your character with
  4. I would not worry about recosting them as 5th ed villians can pretty much used "as is"out of any of the books with little need to tweak for me you just need to follow that OCV, DCV and Speed tend to be lower with card built characters, than book characters or PCs that I and most others build
  5. my FLGS they are Magic the Gathering sized sleeves
  6. My travel version of CCCC(Champions Character Creation Cards) All cards are in protective sleeves and plenty of D6s this is both decks they need a larger than normal card box when sleeved(X1.5) If not sleeved a normal box will work
  7. My travel version of CCCC(Champions Character Creation Cards) All cards are in protective sleeves and plenty of D6s this is both decks they need a larger than normal card box when sleeved(X1.5) If not sleeved a normal box will work
  8. that gun in the handle will really be "shooting from the hip" the smoke will still be a big give away along with a short ,short barrel you will have a decent muzzel flash I'd say anybody's sightline that was no more that 30 degreea off of you will see it I would suggest smoking big smokey cigars and lots of flashy bling to aid in your concealment roll
  9. For me to have a concealed weapon 1 it must be small so either limited power.22cal and a med mag(12 rnds max) or very limited ammo and a more powerful round(.357 and 4 rnds) 2 Concealed carry only works against sight perception( +5 for spotting a concealed weapon if the subject is frisked| 3 larger weapons require larger coats/jackets/longer dresses/etc....
  10. Actually HD will pretty much use any program that can use rtf files I get my outputs via Open Office(and that is free) for the most part CCCC does not do background skills the skill sets are either Detectives,Scientists and Inventors
  11. there was a dropbox link that Jason gave out
  12. IndianaJoe3 , pretty much got it they seem to be going for a 5-8 base CV range and 8 to 12DCs My card pull got me a 13dc HtH and a 8dc Blaster w/CV6 and 38pd/35 ed this makes mooks w/ CVs of 4-5 viable
  13. Yeah mine as you can see has a 5 dcv and ocv had I not put the other powers in the powered armor suit he is a tank that can dish out damage and take it, but vs a character with above 6 in dcv he will need lots of large objects for the added OCV bonus
  14. yes use the cards I drew to build something Theron came up with the power suit being magical as the 2x 50pt and 1 of the 25pt card where powers that could be part of the suit I added them in so there are 31pts left unspent to play with
  15. 1 you choose or randomly select a characteristics card(strong ,dexterous,smart,etc....(this card is worth 150 pts aprox 2 decide how to split up the remaining 250 pts for a standard character of 400pts(I choose 1x100pt 2x 50pt and 2x 25pts cards I choose the Strong Character card I started pulling 100 pt cards till I got 1 with the strong icon the same for the 2 x 50 pt cards on the 2 x 25pt cards 1 was strong the second was money and cars(not a strong card),but I felt it could work out I then opened HD and loaded the prefabs for CCCC and the expansion ,and applied them
  16. they are in the store now 67 left as of this post for the core deck and 70 of the expansion deck
  17. that works a bit better than trying to do a tony stark
  18. 19 hrs and 44 views and no comments????????????? this is a character drawn at random using the brand spanking Champions Character Creation Cards + the expansion So lets see some comments,possible origin, monkey/modifie with what was drawn,etc........
  19. I put all the powers into the suit so the cost is 369pts I swapped well off for filthy rich and lowered the vehicle/base to 50 pts Post what you think the last 31 points should go for also this was a random draw only tossing card that did not fit well with the Strong archtype Powered armor suit Val Char Cost Roll Notes 65 STR 20 22- Lift 204.8tons; 13d6 [6] 15 DEX 10 12- OCV: 5/DCV: 5 30 CON 10 15- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- ECV: 3 - 3 15 PRE 5 12- PRE Attack: 3d6 5 OCV 10 5 DCV 10 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 23+15 PD 18 Total: 23/38 PD (0/15 rPD) 17+15 ED 13 Total: 17/32 ED (0/15 rED) 15 REC 11 60 END 8 15 BODY 5 40 STUN 10 Total Characteristic Cost: 150 Movement: Running: 12m/24m Flight: 40m/80m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END Powered Armor Suit, all slots OIF (-½) 30 1) Armor: Resistant Protection (15 PD/15 ED) (45 Active Points); OIF (-½) 0 13 2) Energy Damage Reduction, Resistant, 25%, Hardened (+¼) (19 Active Points) 0 13 3) Physical Damage Reduction, Resistant, 25%, Hardened (+¼) (19 Active Points) 0 7 4) Mental Damage Reduction, 25% (10 Active Points) 0 27 5) Jet Boots: Flight 40m (40 Active Points); OIF (-½) 4 7 6) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½), Limited Power Effected as a sight and hearing group as well as Radio Group (-¼) 0 27 7) Blaster: Blast 8d6 (40 Active Points); OIF (-½) 4 36 ? Self Healer: Healing BODY 7d6+1 (73 Active Points); Limited Power Self Only (-½) 7 17 9) +25 STR (25 Active Points); OIF (-½) 2 7 10) +10 STR (10 Active Points) 1 7 11) +10 CON (10 Active Points) 2 12) +3 PD (3 Active Points) 1 13) +2 ED (2 Active Points) Perks 10 Vehicles 15 Money: Filthy Rich Total Powers & Skill Cost: 219 Total Cost: 369 400+ Matching Complications 20 Accidental Change: Powers Sometimes Come On Accidentally 14- (Common) 20 Physical Complication: Doesn't know his own strength. (Accidentally applies casual STR to delicate items unless he succeeds with a DEX roll) (All the Time; Barely Impairing) 25 Unluck: 5d6 Total Complications Points: 369
  20. everything looks great, except that the card numbers are really small
  21. I have 2 of each I'd love to see them both updated to 6th ed
  22. 1 Genre books from 4th ed and before(Horror and Western Hero) 2 more genre books (Victorian, Renaissance, Fae Courts, middle and dark ages all the Hero/ICE Piracy, Viking, Mythic Egypy, Greece,etc... books) 3 restart Adventures Club as a pdf
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