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Beast

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Everything posted by Beast

  1. my weekends are taken better luck finding others
  2. spending 40pts would give a 50 spells/powers limit which would be more than the limitation is worth and if rolling for changing the VPP say 50 pts is almost automatic(14- = 93%)
  3. that limit would be up to the GM to approve just like any other
  4. the question is then How many spells can you have created and accessable during any 1 scenario if you can have 200 spell/powers then no limitation 20 spell/powers maybe -1/4 10 spell/powers maybe -1/2
  5. Maybe preapproved when I have a VPP I generally do up at least 20 effects for the GM to see the gist of what my character does it is also easier to have them before hand to mod or use and not have to figure out from scratch and waste time during a game
  6. Greg001 have you tried posting the the FB hero fan group https://www.facebook.com/groups/herofangroup or to the unoffical Discord group?
  7. Interested but I have 36 yrs under my belt(with Hero system) to just squeeze me out from being a newb also availble Thursdays (and sat and sun also till mid august if northern faire starts up again)
  8. yeah tuesday evening also works for me
  9. Shrinking might be a better route for points cost at a low to zero end cost Images :I'd go for the full 4m radius as the cost is the same and you do not have to use it all ,just when the situation calls for it Aid vs Healing: Aid fades with time but can have the target be greater at something Healing just maxes the target to starting levels. You also need to buy down the reuse time(normally heal can only be done once per day per target per what gets healed) both are worth wild to have as multipower slots
  10. I'd go with a really good invisibilty or shrinking ,then Images for your ghost(does not have to real good just a location for your blessing/curse powers to come from) then I would have indirect (range as needed)on most of your powers you might need a penetrating vision for walls and corners to see through
  11. using Hero Designer and going to File>Preferences>uncheck the show common limitations in slots on Lists/Frameworks box this will only list all common advantages/disadvantages on the list/framework and not on the slots you may still add advantages/disadvantages on individual slots
  12. Abby Wayne: The Blind Detective View File Abby Wayne Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 16 13- OCV: 9/DCV: 9 15 CON 5 12- 23 INT 13 14- PER Roll 14- 15 EGO 5 12- ECV: 3 - 3 15 PRE 5 12- PRE Attack: 3d6 9 OCV 30 9 DCV 30 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 14 PD 0 Total: 14 PD (12 rPD) 14 ED 0 Total: 14 ED (12 rED) 10 REC 6 40 END 4 20 BODY 10 50 STUN 15 Total Characteristic Cost: 164 Movement: Running: 24m/96m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END Mystical force manipulation, all slots Unified Power (-¼), Perceivable (blindness has them moving her head around listening/smelling/feeling the force; -¼) 68 1) Mystical force sensitivity: Danger Sense (any area, any danger, Analyze, Discriminatory, Function as a Sense, Targeting Sense, Telescopic (+34), Tracking) (102 Active Points) 15- Notes: no range mods for 1024km(634.9miles) 16 2) Combat Luck (12 PD/12 ED) (24 Active Points) 7 3) Defense Maneuver I-IV (10 Active Points) 54 4) -knowing when to roll with it: (Total: 120 Active Cost, 54 Real Cost) Energy Damage Reduction, 75% (40 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) (Real Cost: 18) plus Physical Damage Reduction, 75% (40 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) (Real Cost: 18) plus Mental Damage Reduction, 75% (40 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) (Real Cost: 18) 0 10 5) Moving with the flow of the mystical force: Running +12m (24m total), x4 Noncombat, Reduced Endurance (½ END; +¼), Usable [As Second Mode Of Movement] leaping (+¼), Rapid Noncombat Movement (+¼) (39 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) 1 Notes: max NCM 64 mph/96 kph can span gaps of 48m Danger sense works both ways(knowing where to hit and finding weaknesses Maneuver OCV DCV Notes 4 Fast Strike +2 +0 14d6 Strike 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove 3 Martial Throw +0 +1 12d6 +v/10, Target Falls 5 Offensive Strike -2 +1 16d6 Strike 4 Sacrifice Disarm +2 -2 Disarm, 70 STR to Disarm 36 +9 HTH Damage Class(es) Perks 1 always picking the right horse: Money: Well Off Talents 3 Absolute Range Sense 5 Eidetic Memory Skills 0 Dex Based skills 3 1) Climbing 13- 3 2) Stealth 13- 3 Concealment 14- 3 Streetwise 12- 3 Teamwork 13- 0 Acting 8- 0 Deduction 8- 0 Language: English (completely fluent; literate) (4 Active Points) 0 Paramedics 8- 0 Persuasion 8- 0 PS 11- 0 Shadowing 8- 0 Stealth 8- 0 TF: Everyman Skill, Small Motorized Ground Vehicles 0 AK 8- Total Powers & Skill Cost: 236 Total Cost: 400 400+ Matching Complications 35 Blind: (All the Time; Fully Impairing) 15 Brash: (Common; Strong) 20 Believes She Is Sanctioned By A Higher Power: (Common; Total) 5 Social Complication: Public ID Infrequently, Minor Total Complications Points: 400 Background/History: Personality/Motivation: Quote: your best defence is to not be where the damage lands Powers/Tactics: Campaign Use: Appearance: Submitter Beast Submitted 10/31/2020 Category Characters Rules Version HERO System 6th Edition  
  13. Version 1.0.0

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    Abby Wayne Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 16 13- OCV: 9/DCV: 9 15 CON 5 12- 23 INT 13 14- PER Roll 14- 15 EGO 5 12- ECV: 3 - 3 15 PRE 5 12- PRE Attack: 3d6 9 OCV 30 9 DCV 30 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 14 PD 0 Total: 14 PD (12 rPD) 14 ED 0 Total: 14 ED (12 rED) 10 REC 6 40 END 4 20 BODY 10 50 STUN 15 Total Characteristic Cost: 164 Movement: Running: 24m/96m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END Mystical force manipulation, all slots Unified Power (-¼), Perceivable (blindness has them moving her head around listening/smelling/feeling the force; -¼) 68 1) Mystical force sensitivity: Danger Sense (any area, any danger, Analyze, Discriminatory, Function as a Sense, Targeting Sense, Telescopic (+34), Tracking) (102 Active Points) 15- Notes: no range mods for 1024km(634.9miles) 16 2) Combat Luck (12 PD/12 ED) (24 Active Points) 7 3) Defense Maneuver I-IV (10 Active Points) 54 4) -knowing when to roll with it: (Total: 120 Active Cost, 54 Real Cost) Energy Damage Reduction, 75% (40 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) (Real Cost: 18) plus Physical Damage Reduction, 75% (40 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) (Real Cost: 18) plus Mental Damage Reduction, 75% (40 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) (Real Cost: 18) 0 10 5) Moving with the flow of the mystical force: Running +12m (24m total), x4 Noncombat, Reduced Endurance (½ END; +¼), Usable [As Second Mode Of Movement] leaping (+¼), Rapid Noncombat Movement (+¼) (39 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) 1 Notes: max NCM 64 mph/96 kph can span gaps of 48m Danger sense works both ways(knowing where to hit and finding weaknesses Maneuver OCV DCV Notes 4 Fast Strike +2 +0 14d6 Strike 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove 3 Martial Throw +0 +1 12d6 +v/10, Target Falls 5 Offensive Strike -2 +1 16d6 Strike 4 Sacrifice Disarm +2 -2 Disarm, 70 STR to Disarm 36 +9 HTH Damage Class(es) Perks 1 always picking the right horse: Money: Well Off Talents 3 Absolute Range Sense 5 Eidetic Memory Skills 0 Dex Based skills 3 1) Climbing 13- 3 2) Stealth 13- 3 Concealment 14- 3 Streetwise 12- 3 Teamwork 13- 0 Acting 8- 0 Deduction 8- 0 Language: English (completely fluent; literate) (4 Active Points) 0 Paramedics 8- 0 Persuasion 8- 0 PS 11- 0 Shadowing 8- 0 Stealth 8- 0 TF: Everyman Skill, Small Motorized Ground Vehicles 0 AK 8- Total Powers & Skill Cost: 236 Total Cost: 400 400+ Matching Complications 35 Blind: (All the Time; Fully Impairing) 15 Brash: (Common; Strong) 20 Believes She Is Sanctioned By A Higher Power: (Common; Total) 5 Social Complication: Public ID Infrequently, Minor Total Complications Points: 400 Background/History: Personality/Motivation: Quote: your best defence is to not be where the damage lands Powers/Tactics: Campaign Use: Appearance:
  14. this is a first draft of a new character I was inspired by a question side kicks doing the detective work 1 comment I agreed with was that that was the job of the DNPC to stumble,investigate, piss off the wrong people,etc.... I also came up with Danger sense with all the bells and whistles Kinda like Chirrut Imwe from Rogue one turned up to 11 (where Chirrut is at 7 already) https://starwars.fandom.com/wiki/Chirrut_Îmwe I could use some help fleshing her out more I'm kinda going with a blind Jedi but she is not a jedi I was thinking she was mutated some how(not even sure when or for what purpose I'm open to any suggestions and comments Art by Albert Deschene Abby Wayne Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 16 13- OCV: 9/DCV: 9 15 CON 5 12- 23 INT 13 14- PER Roll 14- 15 EGO 5 12- ECV: 3 - 3 15 PRE 5 12- PRE Attack: 3d6 9 OCV 30 9 DCV 30 3 OMCV 0 3 DMCV 0 4 SPD 20 Phases: 3, 6, 9, 12 14 PD 0 Total: 14 PD (12 rPD) 14 ED 0 Total: 14 ED (12 rED) 10 REC 6 40 END 4 20 BODY 10 50 STUN 15 Total Characteristic Cost: 164 Movement: Running: 24m/96m Leaping: 4m/8m Swimming: 4m/8m Cost Powers END Mystical force manipulation, all slots Unified Power (-¼), Perceivable (blindness has them moving her head around listening/smelling/feeling the force; -¼) 68 1) Mystical force sensitivity: Danger Sense (any area, any danger, Analyze, Discriminatory, Function as a Sense, Targeting Sense, Telescopic (+34), Tracking) (102 Active Points) 15- Notes: no range mods for 1024km(634.9miles) 16 2) Combat Luck (12 PD/12 ED) (24 Active Points) 7 3) Defense Maneuver I-IV (10 Active Points) 54 4) -knowing when to roll with it: (Total: 120 Active Cost, 54 Real Cost) Energy Damage Reduction, 75% (40 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) (Real Cost: 18) plus Physical Damage Reduction, 75% (40 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) (Real Cost: 18) plus Mental Damage Reduction, 75% (40 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) (Real Cost: 18) 0 10 5) Moving with the flow of the mystical force: Running +12m (24m total), x4 Noncombat, Reduced Endurance (½ END; +¼), Usable [As Second Mode Of Movement] leaping (+¼), Rapid Noncombat Movement (+¼) (39 Active Points); Linked (Mystical force sensitivity; Lesser Power can only be used when character uses greater Power at full value; -¾) 1 Notes: max NCM 64 mph/96 kph can span gaps of 48m Danger sense works both ways(knowing where to hit and finding weaknesses Maneuver OCV DCV Notes 4 Fast Strike +2 +0 14d6 Strike 5 Flying Dodge -- +4 Dodge All Attacks, Abort; FMove 3 Martial Throw +0 +1 12d6 +v/10, Target Falls 5 Offensive Strike -2 +1 16d6 Strike 4 Sacrifice Disarm +2 -2 Disarm, 70 STR to Disarm 36 +9 HTH Damage Class(es) Perks 1 always picking the right horse: Money: Well Off Talents 3 Absolute Range Sense 5 Eidetic Memory Skills 0 Dex Based skills 3 1) Climbing 13- 3 2) Stealth 13- 3 Concealment 14- 3 Streetwise 12- 3 Teamwork 13- 0 Acting 8- 0 Deduction 8- 0 Language: English (completely fluent; literate) (4 Active Points) 0 Paramedics 8- 0 Persuasion 8- 0 PS 11- 0 Shadowing 8- 0 Stealth 8- 0 TF: Everyman Skill, Small Motorized Ground Vehicles 0 AK 8- Total Powers & Skill Cost: 236 Total Cost: 400 400+ Matching Complications 35 Blind: (All the Time; Fully Impairing) 15 Brash: (Common; Strong) 20 Believes She Is Sanctioned By A Higher Power: (Common; Total) 5 Social Complication: Public ID Infrequently, Minor Total Complications Points: 400 Background/History: Personality/Motivation: Quote: your best defence is to not be where the damage lands Powers/Tactics: Campaign Use: Appearance:
  15. Beast

    Basic Thugs

    what level of power are the heroes? if a hero is dealing say 10 DCs of damage and has say 10 resistant def + 10 normal def and a dcv/ocv of 8 for me thugs will look like this IMHO Thugs dcv/ocv 6 defenses thugs are 1 hit wonders attacks 7-8 DCs 5 thugs for 1 hero
  16. if the gestures takes time(more than a 1/2 phase) or he attacker has done a cover maneuver on the 1 doing gestures
  17. Sure , but I prefer to build the characters I play(been playing hero system since 1985) you might want to add that the characters are pregens and maybe post them somewhere
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