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Beast

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Everything posted by Beast

  1. I have 2 of each I'd love to see them both updated to 6th ed
  2. 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
  3. Having witnessed my best friend from high school have 1 right in front of me just after from waking up here is my discription 1 he was stunned ,not unconscience (CE w/ Stunning lots if minuses vs Con, long lasting 1 to 5 min) 2 this lasted about 1 min or 2 and then he was KO'd(stun drain uncontrolled continous during the CE ,1 or 2d6 per phase) 3 he was groggy for about a 1/2hr(maybe delay return rate this is pretty much a battle ending effect
  4. any attack that does KB requires a dex roll to remain standing
  5. Trip field: Change Environment (-5 to Characteristic Roll or Skill Roll, Stunning), Area Of Effect (8m Radius; +1/2) (67 Active Points)
  6. got the hero creator for 25$ the hero file for it is free that said ,I'd love to see a 4th ed in HD
  7. I would go with Leaping usable with a 2nd movement form(running)so both can be mixed up during that players phase and sell back normal running and leaping maybe flavor with clinging
  8. Haunted 450pts View File Haunted John Dresden and Karrin Zatana Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 16 13- OCV: 8/DCV: 8 25 CON 15 14- 23 INT 13 14- PER Roll 14- 18 EGO 8 13- ECV: 3 - 3 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 8 DCV 25 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 2+28 PD 0 Total: 2/30 PD (0/15 rPD) 2+28 ED 0 Total: 2/30 ED (0/15 rED) 10 REC 6 50 END 6 11 BODY 1 50 STUN 15 Total Characteristic Cost: 165 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 10m/20m Cost Powers END 24 Haunting :My girlfriend the ghost(Karrin "Spitfire" Zatana: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼) 2f 1) My girlfriend is bansihde keening your death: Change Environment (-5 to Characteristic Roll or Skill Roll, Long-Lasting 1 Turn, Stunning), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (59 Active Points); Limited Power Power loses less than a fourth of its effectiveness (Vs Pre not Con; -0) 0 1f 2) My girlfriend's the ghost is breath taking: Change Environment (+2 Wind Levels, -2 Temperature Level Adjustment, Long-Lasting 1 Turn, Suffocation), Area Of Effect (16m Cone; +½) (57 Active Points) 0 2f 3) My girlfriend the ghost talks with her ghost friends: <i>My girlfriend the ghost talks with her ghost friends:</i> Retrocognitive Clairsentience (Hearing And Sight Groups), Telescopic(vs time): +20 (60 Active Points) 0 2f 4) My girlfriend the poltergeist: Change Environment (+1 Points of Damage, +1 Wind Levels, +3 Points of Telekinetic STR, -1 Temperature Level Adjustment, Long-Lasting 1 Turn), Area Of Effect (32m Radius; +1) (60 Active Points) 0 1f 5) My girlfriend the ghost says lights out: Darkness to Sight Group 9m radius, Personal Immunity (+¼) (56 Active Points) 0 2f 6) My girlfriend the ghost was a cop and a crack shot: RKA 1d6+1, Penetrating (+½), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Selective (+¼), +4 Increased STUN Multiplier (+1) (60 Active Points) 0 14 +4 SPD (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only for ghost girlfriend's actions; -1 ½), Conditional Power Power does not work in Uncommon Circumstances (Not on hollowed ground; -¼) 120 Variable Magic Power Pool, 80 base + 80 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (160 Active Points); all slots Restrainable (-½), Incantations (Complex; -½) 0 1) Soulfire blast: Blast 7d6, STUN Only (+0), Area Of Effect (4m Radius; +¼), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (79 Active Points) Real Cost: 39 8 0 2) Napalm for the soul: Blast 4 ½d6, STUN Only (+0), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Reduced Endurance (½ END; +¼), Constant (+½), Uncontrolled (+½), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (80 Active Points) Real Cost: 40 3 0 3) Hell fire: RKA 3d6-1, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +1 Increased STUN Multiplier (+¼), Penetrating (+½) (80 Active Points) Real Cost: 40 8 0 4) Stinging hellfire: RKA 2d6, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +5 Increased STUN Multiplier (+1 ¼) (75 Active Points) Real Cost: 37 7 0 5) Be gone minions of hell: Dispel summoned 9 ½d6, Area Of Effect (32m Cone; +¾), Thin Cone (-¼), Cumulative (456 points; +1 ¼) (78 Active Points) Real Cost: 39 8 0 6) quick healing: Healing BODY 2 ½d6, Characteristics (+½), Decreased Re-use Duration (1 Turn; +1 ½) (75 Active Points) Real Cost: 37 7 0 7) Major trama healing: Healing BODY 8d6 (80 Active Points) Real Cost: 40 8 0 8) Teleportation 10m, x4 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 10 million km; +2 ¾) (80 Active Points) Real Cost: 40 8 0 9) Extra-Dimensional Movement (Any Dimension, Any Location), x128 Increased Weight (80 Active Points) Real Cost: 40 8 Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼) 8 1) invisible aura of protection: (Total: 26 Active Cost, 8 Real Cost) +13 PD (Real Cost: 13) plus +13 ED (Real Cost: 13) 0 13 2) invisible protective wards: Resistant Protection (15 PD/15 ED) (45 Active Points) 0 3 3) Power Defense (10 points) (10 Active Points) 0 14 4) Communications with my dead girlfriend the ghost: Danger Sense (general area, any danger, Discriminatory, Function as a Sense, Targeting Sense) (52 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Hallowed ground; -¼) 14- 2 Teleportation: Fixed Location (2 Locations) 0 Notes: His Base and team base 10 Teleportation: Floating Fixed Location (3 Locations) (15 Active Points); Unified Power (-¼), Requires A Roll (14- roll; -¼) 0 8 Personal Pocket Dimension: Custom Power (55 Active Points); Increased Endurance Cost (x6 END; -2 ½), Extra Time (5 Minutes, Only to Activate, -1), Gestures (Requires both hands; Complex; -¾), Incantations (Complex; -½), IIF (-¼), Unified Power (-¼), Limited Power Power loses about a fourth of its effectiveness (Not on Hallowed grounds; -¼) 30 Notes: 2,048 sq m this makes for a 512x512x4m area Perks 5 always knows which horse to pick: Money: Well Off 3 Anonymity 2 Fringe Benefit: Private Investigator License Skills 0 Pre based skills 3 1) Acting 13- 3 2) Bureaucratics 13- 3 3) Conversation 13- 3 4) Persuasion 13- 0 Int based skills 3 1) Criminology 14- 3 2) Deduction 14- 15 3) Kit bashing magic: Inventor 20- 3 4) Navigation (Dimensional, Land) 14- 3 5) Security Systems 14- 0 General based skills 4 1) PS: Mage: all in practioner of the dark arts 13- 0 Dex based skills 3 1) Stealth 13- 3 2) Streetwise 13- 0 Everyman skills 0 1) Climbing 8- 0 2) Concealment 8- 0 3) Language: English (completely fluent; literate) (4 Active Points) 0 4) Paramedics 8- 0 5) PS: Detective of the Occult 11- 0 6) Shadowing 8- 0 7) TF: Everyman Skill, Small Motorized Ground Vehicles 0 8) AK: USA 8- Total Powers & Skill Cost: 285 Total Cost: 450 450+ Matching Complications 20 Hunted: Demons,dark gods,elder things and really ancient somethings Infrequently (Mo Pow; NCI; Harshly Punish) 15 Hunted: US government Frequently (Mo Pow; NCI; Watching) 15 Psychological Complication: Smart mouth (Common; Strong) 20 Psychological Complication: Protective of normals (Very Common; Strong) 5 Rivalry: Professional (other mages; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Total Complications Points: 450 EQUIPMENT CARRIED Equipment END Haunting :My girlfriend the ghost: Multipower, 60-point reserve, all slots Inherent (+¼*), Reduced Endurance (0 END; +½) (105 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼) 1) My girlfriend the ghost can use unearthly forces to protect me: Barrier 10 PD/10 ED, 11 BODY (up to 6m long, 2m tall, and ½m thick), Non-Anchored (60 Active Points) 0 2) My girlfriend the ghost just spoke of your DOOOOOM: Mental Blast 4 ½d6, Alternate Combat Value (uses OCV against DCV; +0), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (56 Active Points) 0 3) My girlfriend the ghost say I belong to her and you cannot have me: RKA 4d6 (60 Active Points) 0 4) My girlfriend the ghost's love warms my soul and protects me: Change Environment (+6 Points of Telekinetic STR, +6 Temperature Level Adjustment), Area Of Effect (4m Radius; +¼) (60 Active Points) 0 Our wedding rings tapping energy from the afterlife, all slots Gestures (Complex; -½), Incantations (Complex; -½), IIF (-¼), Limited Power Power loses about a fourth of its effectiveness (Not on Hallowed ground; -¼) 1) Endurance Reserve (100 END, 10 REC) (33 Active Points) 0 2) Absorption 10 BODY (energy, to end reserve) (10 Active Points) 0 3) Absorption 10 BODY (physical, to end reserve) (10 Active Points) 0 4) Naked Advantage: Endurance may come from personal or reserve (+¼) for up to 80 Active Points (20 Active Points) 2 Fringe Benefit: License to practice a profession, Passport Analyze: Magic 14- Sleight Of Hand 13- Systems Operation 14- Teamwork 13- Bump Of Direction Simulate Death Eidetic Memory Speed Reading (x100) Contortionist 13- Inventor magic 23- +2/+2d6 Striking Appearance (vs. all characters) Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼) 1) Improved Mystical Barriers: Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group) (90 Active Points) 0 2) My Girlfriend the ghost is warning me: Defense Maneuver I-IV (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (not on hallowed grounds; -¼) 3) I know all tongues: Universal Translator 14- (20 Active Points) Variable Power Pool, 75 base + 75 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (150 Active Points); all slots Incantations (Complex; -½), Gestures (-¼) Background/History: John Dresden and Karrin Zatana where in love (took them long enough, everybody else knew it) John is a mage PI Karrin was a police detective who dealt with "unusual happenings" The 2 of them teamed up on many cases they also made some deadly enemies one day their enemy struck while the 2 of them where in the shower Karrin was killed instantly, John was shielded by Karrin's body from the gunfire John was able kill the assassin as Karrin died in his arms Later John after a few missions wonders what unnatural forces seems to be helping and protecting him He finds out it is Karrin's spirit now the 2 of them still solve mysteries and try to have a relationship Personality/Motivation: Smart ass to cover his grief Quote: Damn Wanker Haunted mk6.hdc Submitter Beast Submitted 08/08/2018 Category Characters Rules Version HERO System 6th Edition
  9. Version 1.0.0

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    Haunted John Dresden and Karrin Zatana Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 16 13- OCV: 8/DCV: 8 25 CON 15 14- 23 INT 13 14- PER Roll 14- 18 EGO 8 13- ECV: 3 - 3 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 8 DCV 25 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 2+28 PD 0 Total: 2/30 PD (0/15 rPD) 2+28 ED 0 Total: 2/30 ED (0/15 rED) 10 REC 6 50 END 6 11 BODY 1 50 STUN 15 Total Characteristic Cost: 165 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Teleportation: 10m/20m Cost Powers END 24 Haunting :My girlfriend the ghost(Karrin "Spitfire" Zatana: Multipower, 60-point reserve, all slots Reduced Endurance (0 END; +½) (90 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼) 2f 1) My girlfriend is bansihde keening your death: Change Environment (-5 to Characteristic Roll or Skill Roll, Long-Lasting 1 Turn, Stunning), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (59 Active Points); Limited Power Power loses less than a fourth of its effectiveness (Vs Pre not Con; -0) 0 1f 2) My girlfriend's the ghost is breath taking: Change Environment (+2 Wind Levels, -2 Temperature Level Adjustment, Long-Lasting 1 Turn, Suffocation), Area Of Effect (16m Cone; +½) (57 Active Points) 0 2f 3) My girlfriend the ghost talks with her ghost friends: <i>My girlfriend the ghost talks with her ghost friends:</i> Retrocognitive Clairsentience (Hearing And Sight Groups), Telescopic(vs time): +20 (60 Active Points) 0 2f 4) My girlfriend the poltergeist: Change Environment (+1 Points of Damage, +1 Wind Levels, +3 Points of Telekinetic STR, -1 Temperature Level Adjustment, Long-Lasting 1 Turn), Area Of Effect (32m Radius; +1) (60 Active Points) 0 1f 5) My girlfriend the ghost says lights out: Darkness to Sight Group 9m radius, Personal Immunity (+¼) (56 Active Points) 0 2f 6) My girlfriend the ghost was a cop and a crack shot: RKA 1d6+1, Penetrating (+½), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Selective (+¼), +4 Increased STUN Multiplier (+1) (60 Active Points) 0 14 +4 SPD (40 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only for ghost girlfriend's actions; -1 ½), Conditional Power Power does not work in Uncommon Circumstances (Not on hollowed ground; -¼) 120 Variable Magic Power Pool, 80 base + 80 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (160 Active Points); all slots Restrainable (-½), Incantations (Complex; -½) 0 1) Soulfire blast: Blast 7d6, STUN Only (+0), Area Of Effect (4m Radius; +¼), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (79 Active Points) Real Cost: 39 8 0 2) Napalm for the soul: Blast 4 ½d6, STUN Only (+0), Area Of Effect (16m Cone; +½), Thin Cone (-¼), Reduced Endurance (½ END; +¼), Constant (+½), Uncontrolled (+½), Attack Versus Alternate Defense (Power Defense; All Or Nothing; +1) (80 Active Points) Real Cost: 40 3 0 3) Hell fire: RKA 3d6-1, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +1 Increased STUN Multiplier (+¼), Penetrating (+½) (80 Active Points) Real Cost: 40 8 0 4) Stinging hellfire: RKA 2d6, Area Of Effect (16m Cone; +½), Thin Cone (-¼), +5 Increased STUN Multiplier (+1 ¼) (75 Active Points) Real Cost: 37 7 0 5) Be gone minions of hell: Dispel summoned 9 ½d6, Area Of Effect (32m Cone; +¾), Thin Cone (-¼), Cumulative (456 points; +1 ¼) (78 Active Points) Real Cost: 39 8 0 6) quick healing: Healing BODY 2 ½d6, Characteristics (+½), Decreased Re-use Duration (1 Turn; +1 ½) (75 Active Points) Real Cost: 37 7 0 7) Major trama healing: Healing BODY 8d6 (80 Active Points) Real Cost: 40 8 0 ? Teleportation 10m, x4 Increased Mass, Safe Blind Teleport (+¼), MegaScale (1m = 10 million km; +2 ¾) (80 Active Points) Real Cost: 40 8 0 9) Extra-Dimensional Movement (Any Dimension, Any Location), x128 Increased Weight (80 Active Points) Real Cost: 40 8 Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼) 8 1) invisible aura of protection: (Total: 26 Active Cost, 8 Real Cost) +13 PD (Real Cost: 13) plus +13 ED (Real Cost: 13) 0 13 2) invisible protective wards: Resistant Protection (15 PD/15 ED) (45 Active Points) 0 3 3) Power Defense (10 points) (10 Active Points) 0 14 4) Communications with my dead girlfriend the ghost: Danger Sense (general area, any danger, Discriminatory, Function as a Sense, Targeting Sense) (52 Active Points); Conditional Power Power does not work in Uncommon Circumstances (Hallowed ground; -¼) 14- 2 Teleportation: Fixed Location (2 Locations) 0 Notes: His Base and team base 10 Teleportation: Floating Fixed Location (3 Locations) (15 Active Points); Unified Power (-¼), Requires A Roll (14- roll; -¼) 0 8 Personal Pocket Dimension: Custom Power (55 Active Points); Increased Endurance Cost (x6 END; -2 ½), Extra Time (5 Minutes, Only to Activate, -1), Gestures (Requires both hands; Complex; -¾), Incantations (Complex; -½), IIF (-¼), Unified Power (-¼), Limited Power Power loses about a fourth of its effectiveness (Not on Hallowed grounds; -¼) 30 Notes: 2,048 sq m this makes for a 512x512x4m area Perks 5 always knows which horse to pick: Money: Well Off 3 Anonymity 2 Fringe Benefit: Private Investigator License Skills 0 Pre based skills 3 1) Acting 13- 3 2) Bureaucratics 13- 3 3) Conversation 13- 3 4) Persuasion 13- 0 Int based skills 3 1) Criminology 14- 3 2) Deduction 14- 15 3) Kit bashing magic: Inventor 20- 3 4) Navigation (Dimensional, Land) 14- 3 5) Security Systems 14- 0 General based skills 4 1) PS: Mage: all in practioner of the dark arts 13- 0 Dex based skills 3 1) Stealth 13- 3 2) Streetwise 13- 0 Everyman skills 0 1) Climbing 8- 0 2) Concealment 8- 0 3) Language: English (completely fluent; literate) (4 Active Points) 0 4) Paramedics 8- 0 5) PS: Detective of the Occult 11- 0 6) Shadowing 8- 0 7) TF: Everyman Skill, Small Motorized Ground Vehicles 0 ? AK: USA 8- Total Powers & Skill Cost: 285 Total Cost: 450 450+ Matching Complications 20 Hunted: Demons,dark gods,elder things and really ancient somethings Infrequently (Mo Pow; NCI; Harshly Punish) 15 Hunted: US government Frequently (Mo Pow; NCI; Watching) 15 Psychological Complication: Smart mouth (Common; Strong) 20 Psychological Complication: Protective of normals (Very Common; Strong) 5 Rivalry: Professional (other mages; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Total Complications Points: 450 EQUIPMENT CARRIED Equipment END Haunting :My girlfriend the ghost: Multipower, 60-point reserve, all slots Inherent (+¼*), Reduced Endurance (0 END; +½) (105 Active Points); all slots No Conscious Control (-2), No Range (-½), Conditional Power Power does not work in Uncommon Circumstances (Hallowed grounds; -¼) 1) My girlfriend the ghost can use unearthly forces to protect me: Barrier 10 PD/10 ED, 11 BODY (up to 6m long, 2m tall, and ½m thick), Non-Anchored (60 Active Points) 0 2) My girlfriend the ghost just spoke of your DOOOOOM: Mental Blast 4 ½d6, Alternate Combat Value (uses OCV against DCV; +0), Area Of Effect (16m Cone; +½), Thin Cone (-¼) (56 Active Points) 0 3) My girlfriend the ghost say I belong to her and you cannot have me: RKA 4d6 (60 Active Points) 0 4) My girlfriend the ghost's love warms my soul and protects me: Change Environment (+6 Points of Telekinetic STR, +6 Temperature Level Adjustment), Area Of Effect (4m Radius; +¼) (60 Active Points) 0 Our wedding rings tapping energy from the afterlife, all slots Gestures (Complex; -½), Incantations (Complex; -½), IIF (-¼), Limited Power Power loses about a fourth of its effectiveness (Not on Hallowed ground; -¼) 1) Endurance Reserve (100 END, 10 REC) (33 Active Points) 0 2) Absorption 10 BODY (energy, to end reserve) (10 Active Points) 0 3) Absorption 10 BODY (physical, to end reserve) (10 Active Points) 0 4) Naked Advantage: Endurance may come from personal or reserve (+¼) for up to 80 Active Points (20 Active Points) 2 Fringe Benefit: License to practice a profession, Passport Analyze: Magic 14- Sleight Of Hand 13- Systems Operation 14- Teamwork 13- Bump Of Direction Simulate Death Eidetic Memory Speed Reading (x100) Contortionist 13- Inventor magic 23- +2/+2d6 Striking Appearance (vs. all characters) Morning magical rituals, all slots Concentration (0 DCV; Character is totally unaware of nearby events; -¾), Gestures (Requires both hands; Complex; -¾), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -¾), Limited Power Power loses about a fourth of its effectiveness (all effects turn off at dawn; -¼) 1) Improved Mystical Barriers: Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group) (90 Active Points) 0 2) My Girlfriend the ghost is warning me: Defense Maneuver I-IV (10 Active Points); Limited Power Power loses about a fourth of its effectiveness (not on hallowed grounds; -¼) 3) I know all tongues: Universal Translator 14- (20 Active Points) Variable Power Pool, 75 base + 75 control cost, Powers Can Be Changed As A Zero-Phase Action (+1) (150 Active Points); all slots Incantations (Complex; -½), Gestures (-¼) Background/History: John Dresden and Karrin Zatana where in love (took them long enough, everybody else knew it) John is a mage PI Karrin was a police detective who dealt with "unusual happenings" The 2 of them teamed up on many cases they also made some deadly enemies one day their enemy struck while the 2 of them where in the shower Karrin was killed instantly, John was shielded by Karrin's body from the gunfire John was able kill the assassin as Karrin died in his arms Later John after a few missions wonders what unnatural forces seems to be helping and protecting him He finds out it is Karrin's spirit now the 2 of them still solve mysteries and try to have a relationship Personality/Motivation: Smart ass to cover his grief Quote: Damn Wanker Haunted mk6.hdc
  10. check the down loads area https://www.herogames.com/forums/files/category/13-hero-system-6th-edition-documents/
  11. I've been in games with 6 players and 1 gm using Skype or Discord and just using roll20 for maps and dice rolling works great
  12. I had forgotten about the complication that would be easy to drop and replace with some other complication
  13. this might help http://www.translation-guide.com/free_online_translators.php?from=English&amp;to=Latin
  14. is 4% a real difference in the scenario I posted above? Yep, but then Drains are always scary her saving grace is that she has a large MP and a high flight to get out of Dodge when stuff looks grim I'd say after she looses down to a 4 speed it might be time to leave and come up with a better plan (everybody nuke the Debuffer) She glows like a freken star with out the flash(that may come later with exp) she recovers 25 a turn just standing still and can absorb up to 55pts more a phase from energy attacks do you think there might be a bit of leakage/coronal discharge? Power bar no, but if she is real low on End I'd say any observer paying attention could see a drop and make a deduction roll to figure it out she might push her early on with foes she knows that are tough to damage(also haymakers when at long range)
  15. a typical mentalist would have a OMCV of 7 min which is 4 above a normal/non mentalist 3 that is a 15- which is a 95% chance to hit vs a 99% for a 17- w/ a MDCV of 1 she has a mental def of 10 resistant from her force field and an 11 ego so 52 pts of mental/mind X to get ego+30 So yeah she is easier to hit than most characters are, vs mentalist affecting is a different story in a 12dc game(master villains not included but then who is really safe vs the likes of Menton) Besides wasn't that the purpose of getting rid of figured characteristics? thanks for the comment other than that did you like the character?
  16. I did some tweaking of Joni Comments welcome Updated HDC file here in Joni Lightspeed Val Char Cost Roll Notes 7+8 STR -3 10- / 12- Lift 66.0kg/200.0kg; 1d6/3d6 10+8 DEX 0 11- / 13- OCV: 3/9/DCV: 3/9 10+15 CON 0 11- / 14- 18 INT 8 13- PER Roll 13- 11 EGO 1 11- ECV: 1 - 1 18 PRE 8 13- PRE Attack: 3 ½d6 3+6 OCV 0 3+6 DCV 0 1 OMCV -6 1 DMCV -6 2+4 SPD 0 Phases: 6, 12/2, 4, 6, 8, 10, 12 2+23 PD 0 Total: 2/25 PD (0/15 rPD) 2+23 ED 0 Total: 2/25 ED (0/15 rED) 4+11 REC 0 20 END 0 10 BODY 0 20+30 STUN 0 Total Characteristic Cost: 1 Movement: Running: 12m/24m Flight: 85m/10880m Leaping: 2m/4m Swimming: 4m/8m Cost Powers END Energy form, all slots Only In Alternate Identity (-¼), Unified Power (-¼) 5 1) +8 STR (8 Active Points) 1 11 2) +8 DEX (16 Active Points) 10 3) +15 CON (15 Active Points) 20 4) +6 OCV (30 Active Points) 20 5) +6 DCV (30 Active Points) 27 6) +4 SPD (40 Active Points) 5 7) +8 PD (8 Active Points) 5 ? +8 ED (8 Active Points) 7 9) +11 REC (11 Active Points) 10 10) +30 STUN (15 Active Points) 31 11) Endurance Reserve (180 END, 25 REC) (63 Active Points); Perceivable (-½) 0 43 12) Resistant Protection (15 PD/15 ED/10 Mental Defense/10 Power Defense) (75 Active Points); Perceivable (-¼) 0 13 13) Absorption 12 BODY (energy, Body, Stun,End reserve), Characteristics (+½), Expanded Effect (x3 Characteristics or Powers simultaneously) (+1) (30 Active Points); Only Restores To Starting Values (-½), Perceivable (-¼) 0 24 14) Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; 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 only has to sleep 8 hours per week) (36 Active Points) 0 13 15) Energy awareness: Spatial Awareness (Sight Group) (20 Active Points) 0 87 Energy Manipulation: Multipower, 130-point reserve, (130 Active Points); all slots Only In Alternate Identity (-¼), Unified Power (-¼) 5f 1) Gravity bolt: Blast 9d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points) 3 Notes: 11d6 w/ ranged MA 5f 2) Laser Bolt: Killing Attack - Ranged 3d6, Reduced Endurance (½ END; +¼), No Range Modifier (+½) (79 Active Points) 3 Notes: 4d6-1 RKA w/ ranged MA 4f 3) Maser: (Total: 80 Active Cost, 38 Real Cost) Killing Attack - Ranged 1 point, Reduced Endurance (½ END; +½), Area Of Effect Nonselective (128m Cone; +1), Penetrating (x2; +1), Autofire (3 shots; +¼), Non-Standard Attack Power (+1) (24 Active Points); No Range (-½), Limited Power Power loses about a third of its effectiveness (Only vs Electronics and EMP sensitive persons or stuff; -½) (Real Cost: 10) plus Sight and Radio Groups Flash 4d6, Area Of Effect (128m Cone; +1 ¼) (56 Active Points); No Range (-½) (Real Cost: 28) 7 3f 4) Combat flight: Flight 28m, Position Shift, Usable [As Swimming] (+¼), Costs Endurance Only To Activate (+¼) (49 Active Points) 4 9f 5) Really fast mover in atmosphere: Flight 57m, x128 Noncombat, Costs Endurance Only To Activate (+¼), Rapid Noncombat Movement (+¼) (130 Active Points) 11 Notes: Max Non-combat 21,888 mph or Mach 28.43 at sea level 4f 6) Space Flight 10m, Costs Endurance Only To Activate (+¼), MegaScale (1m = 1 lightyear; +4 ¼) (55 Active Points) 5 5 Basic Shot +2 +0 Weapon, ranged attack Notes: +2 damage classes +1 for no range mod 5 Basic Disarm +2 +0 Weapon, Strike Notes: +2 DC's +1 for no range 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove Perks 2 Money: Well Off Talents 3 +1/+1d6 Striking Appearance (vs. all characters) Skills 3 Scientist 1 1) Nuclear Physics: Science Skill 11- (2 Active Points) 1 2) Physics: Science Skill 11- (2 Active Points) 1 3) Quantum Physics: Science Skill 11- (2 Active Points) 0 Pre based may add +1 for Striking Appearance 3 1) Charm 13- 3 2) Persuasion 13- 3 Computer Programming 13- 3 Navigation 13- 0 everyman skills 0 1) Acting 8- 0 2) Climbing 8- 0 3) Concealment 8- 0 4) Deduction 8- 0 5) Language: English (completely fluent; literate) (4 Active Points) 0 6) Paramedics 8- 0 7) PS: Scientist 11- 0 ? Shadowing 8- 0 9) Stealth 8- 0 10) TF: Everyman Skill, Small Motorized Ground Vehicles 0 11) AK: USA 8- Total Powers & Skill Cost: 399 Total Cost: 400 400+ Matching Complications 10 Distinctive Features: Glows like a freaking star (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Enraged: when normals are harmed (Common), go 11-, recover 11- 20 Hunted: by the corperation that caused her transformation Infrequently (Mo Pow; NCI; Harshly Punish) 20 Psychological Complication: Protective of normals (Very Common; Strong) 5 Social Complication: Secret Id Infrequently, Minor Total Complications Points: 400 Background/History: Substandard equipmet used by the company Joan use to work for is the cause of her transformation Personality/Motivation: Protect the innocent
  17. in a game were there is little to no resistant def this could be deadly Hard cover to break line of sight is the easy defence at 34 AP you might be better off with a 2d6rka and save 4 pts your doing twice the damage and are not limited to having to maintain an LOS for damage to continue
  18. http://www.heroicmultiverse.com/heroicpub/
  19. depends who is doing the art Mark Beachum then yes
  20. Dr Pomagranete was the 1 who gave them their powers
  21. I use stretching ,knockback resistance and manual dcv adjustments for growth
  22. Beast

    Haunted

    John Dresden and Karrin Zatana where in love (took them long enough, everybody else knew it) John is a mage PI Karrin was a police detective who dealt with "unusual happenings" The 2 of them teamed up on many cases they also made some deadly enemies one day their enemy struck while the 2 of them where in the shower Karrin was killed instantly, John was shielded by Karrin's body from the gunfire John was able kill the assassin as Karrin died in his arms Later John after a few missions wonders what unnatural forces seems to be helping and protecting him He finds out it is Karrin's spirit now the 2 of them still solve mysteries and try to have a relationship
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