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Beast

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Posts posted by Beast

  1. you

    5 minutes ago, Hugh Neilson said:

    As a GM, I would ask for details on how you envision her complications will play out in-game, but that's even more a GM discussion than advantages on a multipower reserve. 

     

    To me, someone who has an absolute code vs killing AND a dislike for those making careless use of high energy would not activate a field of lethal radiation as a general combat tactic. Maybe that is intended to signal that this power will not be used very often.

     

    I'd also want some details on the restrictions on shifting to that AID, but again that's more a GM discussion aspect than a mechanics issue.

     

    That's more in "background and vision of character" than "character sheet stats".

    when I have a background of more than "S.U.S.H.I. was the cause of her transformation, and Viper just hates heroes" I'll add that later
    the Hunteds are also just place holders for groups, should they not be in that GM's game
    as I stated at the very begining of this thread that the concept of this character was based on a question asked by Steve Otto on the FB group
    I'll probably go into how the government wanted to weaponize her work and her after the transformation

     

    What Aid?

    she HAD a healing slot for herself but that got pulled with the no organs getting pulled

     

    your right on the use of the of the field

      1. it limits her movement so it would be used in a defending "the bridge/gate way" scenario(the I'll hold them off here for a bit so you can escape/rescue/find X/etc...)
      2. gotta destroy all this very hard to get equipment for the big bad's death/mind control/turn everybody into PS 236 students/etc... because it is too tough for my fists

  2. pulled the perceivible on the "Sub-Atomic Particle manipulation" list readded to everything except the energy detection

    removed physical lim(no organs)qnd accidental change
    removed the healing slot
     

    Since I have never had a GM even mention putting reduced end on an MP(in the 37 yrs I'ved played Champions), I will leave it till some GM asks

     

     

    Ghost Girl mk5


    VAL    CHA    Cost    Roll    Notes
    15    STR    5    12-    HTH Damage 3d6  END [1]
    18    DEX    16    13-
    20    CON    10    13-
    18    INT    8    13-    PER Roll 13-
    10    EGO    0    11-
    23    PRE    13    14-    PRE Attack: 4 1/2d6
    7    OCV    20
    9    DCV    30
    3    OMCV    0
    3    DMCV    0
    6    SPD    40    Phases:  2, 4, 6, 8, 10, 12
    2    PD    0    2/15 PD (0/13 rPD)
    2    ED    0    2/15 ED (0/13 rED)
    10    REC    6
    40    END    4
    12    BODY    2    
    40    STUN    10

    Movement    Cost    Meters    Notes
    RUNNING    0    12m/24m    END [1]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward
    FLIGHT        40m/160m

    TELEPORTATION        10m/20m


    Characteristics Total: 164

    Cost    Powers
        Sub-Atomic Particle manipulation, all slots Unified Power (-1/4), OIAID (-1/4) - END=
    22    1)  Her semi Quantum State: Resistant Protection (13 PD/13 ED) (39 Active Points); Perceivable (-1/4) - END=0
    39    2)  Partially Desolid(Quantum state in flux): (Total: 70 Active Cost, 39 Real Cost) Energy Damage Reduction, 50% (20 Active Points); Perceivable (-1/4) (Real Cost: 11) plus Physical Damage Reduction, 50% (20 Active Points); Perceivable (-1/4) (Real Cost: 11) plus Mental Damage Reduction, 50% (30 Active Points); Perceivable (-1/4) (Real Cost: 17) - END=0
    16    3)  LS  (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points); Perceivable (-1/4) - END=0
    23    4)  Energy: Detection A Large Class Of Things 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Targeting (35 Active Points) - END=0
          - END=
    41    Quantom physics manipulation: Multipower, 50-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots Unified Power (-1/4), OIAID (-1/4) - END=
    2f    1)  Quantum radiation field: Blast 2d6, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4), Constant (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Attack Versus Alternate Defense (Power Defense; +1), Does BODY (+1) (45 Active Points); No Range (-1/2) [Notes: 5m of flight] - END=2
    7v    2)  Flight 40m, Position Shift, x4 Noncombat (50 Active Points) [Notes: noncombat 86 mph] - END=2
    3f    3)  Teleportation 10m, x4 Increased Mass, MegaScale (1m = 100 km; +1 1/2) (50 Active Points) [Notes: 620 mile max range] - END=2
    3f    4)  Desolidification  (affected by strong magnetic and gravity fields) (40 Active Points) [Notes: 10m of flight] - END=2
    2f    5)  Invisibility to Sight, Radio and Hearing Groups and Spatial Awareness  (35 Active Points) [Notes: 15m of flight] - END=1

    Powers Total: 158

    Cost    Martial Arts
    4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
    5    Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
    3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 10d6 Strike, Target Falls
    3    Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/10, Target Falls
    4    Sacrifice Lunge:  1/2 Phase, +2 OCV, -2 DCV, 9d6 +v/10; FMove
    24    +6 HTH Damage Class(es)

    Martial Arts Total: 43

    Cost    Skills
    4    PS: Scientist 13-
    3    Scientist
    2    1)  SS:  Particle Physics 12- (3 Active Points)
    2    2)  SS:  Physics 12- (3 Active Points)
    3    3)  SS:  Quantum Physics 13- (4 Active Points)
        Dex Skills
    3    1)  Stealth 13-
        Int skills
    3    1)  Shadowing 13-
    3    2)  Computer Programming 13-
    3    3)  Concealment 13-
    3    4)  Deduction 13-
    3    5)  Electronics 13-
    3    6)  Inventor 13-
        Everyman skills
    0    1)  Acting 8-
    0    2)  Climbing 8-
    0    3)  Conversation 8-
    0    4)  Paramedics 8-
    0    5)  Persuasion 8-
    0    6)  TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]

    Skills Total: 35

     

    Value    Complications
    20    Hunted:  S.U.S.H.I.(High tech villain group Infrequently (Mo Pow; NCI; Harshly Punish)
    15    Hunted:  VIPER Infrequently (Mo Pow; Harshly Punish)
    10    Psychological Complication:  Carless use of high energy  (Uncommon; Strong)
    20    Psychological Complication:  Code vs killing (Very Common; Strong)
    10    Social Complication:  Secret Id Infrequently, Major

    Complications Points: 75

    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 400

  3. If the GM wants 1/2 end bought on each slot then I will change it
    but pretty much I have never had 1 say as much
    Why hasn't this been changed in HD?

    If CC is the standard

    yes she has her MA and none of her stats have any limitations
    so a flying dodge has her at DCV 13 and still a spd 6

  4. here is mk4

    took out the DF
    her healing is only for herself, as kinda the same way Dr Manhattan  put himself back together after Adrian tried to discintagrate him in Watchmen and tells him that was the first thing he learned about his powers
    as the damage field is in the same MP as her flight with just 5m , she will not be flying far(on foot she moves 12m)
    if there should be no advantages on an MP, by that logic there should be no  Limitations( they should only be on the slots)

     

    Ghost Girl mk 4


    VAL    CHA    Cost    Roll    Notes
    15    STR    5    12-    HTH Damage 3d6  END [1]
    18    DEX    16    13-
    20    CON    10    13-
    18    INT    8    13-    PER Roll 13-
    10    EGO    0    11-
    23    PRE    13    14-    PRE Attack: 4 1/2d6
    7    OCV    20
    9    DCV    30
    3    OMCV    0
    3    DMCV    0
    6    SPD    40    Phases:  2, 4, 6, 8, 10, 12
    2    PD    0    2/15 PD (0/13 rPD)
    2    ED    0    2/15 ED (0/13 rED)
    10    REC    6
    40    END    4
    12    BODY    2    
    40    STUN    10

    Movement    Cost    Meters    Notes
    RUNNING    0    12m/24m    END [1]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward
    FLIGHT        40m/160m

    TELEPORTATION        10m/20m


    Characteristics Total: 164

    Cost    Powers
        Sub-Atomic Particle manipulation, all slots Unified Power (-1/4), OIAID (-1/4), Perceivable (-1/4) - END=
    22    1)  Resistant Protection (13 PD/13 ED) (39 Active Points) - END=0
    39    2)  Partially Desolid(Quantum state in flux): (Total: 70 Active Cost, 39 Real Cost) Energy Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Physical Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Mental Damage Reduction, 50% (30 Active Points) (Real Cost: 17) - END=0
    16    3)  LS  (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points) - END=0
    20    4)  Energy: Detection A Large Class Of Things 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Targeting (35 Active Points) - END=0
          - END=
    41    Quantom physics manipulation: Multipower, 50-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots Unified Power (-1/4), OIAID (-1/4) - END=
    2f    1)  Quantum radiation field: Blast 2d6, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4), Constant (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Attack Versus Alternate Defense (Power Defense; +1), Does BODY (+1) (45 Active Points); No Range (-1/2) [Notes: 5m of flight] - END=2
    7v    2)  Flight 40m, Position Shift, x4 Noncombat (50 Active Points) [Notes: noncombat 86 mph] - END=2
    3f    3)  Teleportation 10m, x4 Increased Mass, MegaScale (1m = 100 km; +1 1/2) (50 Active Points) - END=2
    3f    4)  Desolidification  (affected by strong magnetic and gravity fields) (40 Active Points) [Notes: 10m of flight] - END=2
    2f    5)  Invisibility to Sight, Radio and Hearing Groups and Spatial Awareness  (35 Active Points) [Notes: 15m of flight] - END=1
    2f    6)  Quantum rearranging: Healing BODY 2 1/2d6, Decreased Re-use Duration (5 Minutes; +1) (50 Active Points); Limited Power Power loses about a third of its effectiveness (self only; -1/2) - END=2

    Powers Total: 157

    Cost    Martial Arts
    4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
    5    Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
    3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 10d6 Strike, Target Falls
    3    Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/10, Target Falls
    4    Sacrifice Lunge:  1/2 Phase, +2 OCV, -2 DCV, 9d6 +v/10; FMove
    24    +6 HTH Damage Class(es)

    Martial Arts Total: 43

    Cost    Skills
    4    PS: Scientist 13-
    3    Scientist
    2    1)  SS:  Particle Physics 12- (3 Active Points)
    2    2)  SS:  Physics 12- (3 Active Points)
    3    3)  SS:  Quantum Physics 13- (4 Active Points)
        Dex Skills
    3    1)  Stealth 13-
        Int skills
    3    1)  Shadowing 13-
    3    2)  Computer Programming 13-
    3    3)  Concealment 13-
    3    4)  Deduction 13-
    3    5)  Electronics 13-
    3    6)  Inventor 13-
        Everyman skills
    0    1)  Acting 8-
    0    2)  Climbing 8-
    0    3)  Conversation 8-
    0    4)  Paramedics 8-
    0    5)  Persuasion 8-
    0    6)  TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]

    Skills Total: 35

     

    Value    Complications
    5    Accidental Change:  High energy fields 8-, in to hero form(Uncommon)
    20    Hunted:  S.U.S.H.I.(High tech villain group Infrequently (Mo Pow; NCI; Harshly Punish)
    10    Physical Complication:  Has no organs in energy form(normal healing does not work) (Infrequently; Slightly Impairing)
    10    Psychological Complication:  Carless use of high energy  (Uncommon; Strong)
    20    Psychological Complication:  Code vs killing (Very Common; Strong)
    10    Social Complication:  Secret Id Infrequently, Major

    Complications Points: 75

    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 399

  5. Mk3

    lets see if this works

     

    Ghost Girl


    VAL    CHA    Cost    Roll    Notes
    15    STR    5    12-    HTH Damage 3d6  END [1]
    18    DEX    16    13-
    20    CON    10    13-
    18    INT    8    13-    PER Roll 13-
    10    EGO    0    11-
    23    PRE    13    14-    PRE Attack: 4 1/2d6
    7    OCV    20
    9    DCV    30
    3    OMCV    0
    3    DMCV    0
    6    SPD    40    Phases:  2, 4, 6, 8, 10, 12
    2    PD    0    2/15 PD (0/13 rPD)
    2    ED    0    2/15 ED (0/13 rED)
    10    REC    6
    40    END    4
    12    BODY    2    
    40    STUN    10

    Movement    Cost    Meters    Notes
    RUNNING    0    12m/24m    END [1]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward
    FLIGHT        40m/160m

    TELEPORTATION        10m/20m


    Characteristics Total: 164

    Cost    Powers
        Sub-Atomic Particle manipulation, all slots Unified Power (-1/4), OIAID (-1/4), Perceivable (-1/4) - END=
    22    1)  Resistant Protection (13 PD/13 ED) (39 Active Points) - END=0
    39    2)  Partially Desolid(Quantum state in flux): (Total: 70 Active Cost, 39 Real Cost) Energy Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Physical Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Mental Damage Reduction, 50% (30 Active Points) (Real Cost: 17) - END=0
    16    3)  LS  (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points) - END=0
    20    4)  Energy: Detection A Large Class Of Things 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Targeting (35 Active Points) - END=0
          - END=
    41    Quantom physics manipulation: Multipower, 50-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots Unified Power (-1/4), OIAID (-1/4) - END=
    2f    1)  Quantum radiation field: Blast 2d6, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4), Constant (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Attack Versus Alternate Defense (Power Defense; +1), Does BODY (+1) (45 Active Points); No Range (-1/2) [Notes: 5m of flight] - END=2
    7v    2)  Flight 40m, Position Shift, x4 Noncombat (50 Active Points) - END=2
    3f    3)  Teleportation 10m, x4 Increased Mass, MegaScale (1m = 100 km; +1 1/2) (50 Active Points) - END=2
    3f    4)  Desolidification  (affected by strong magnetic and gravity fields) (40 Active Points) [Notes: 10m of flight] - END=2
    2f    5)  Invisibility to Sight, Radio and Hearing Groups and Spatial Awareness  (35 Active Points) [Notes: 15m of flight] - END=1
    3f    6)  Quantum rearranging: Healing BODY 2 1/2d6, Decreased Re-use Duration (5 Minutes; +1) (50 Active Points) - END=2

    Powers Total: 158

    Cost    Martial Arts
    4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
    5    Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
    3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 10d6 Strike, Target Falls
    3    Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/10, Target Falls
    4    Sacrifice Lunge:  1/2 Phase, +2 OCV, -2 DCV, 9d6 +v/10; FMove
    24    +6 HTH Damage Class(es)

    Martial Arts Total: 43

    Cost    Skills
    4    PS: Scientist 13-
    3    Scientist
    2    1)  SS:  Particle Physics 12- (3 Active Points)
    2    2)  SS:  Physics 12- (3 Active Points)
    3    3)  SS:  Quantum Physics 13- (4 Active Points)
        Dex Skills
    3    1)  Stealth 13-
        Int skills
    3    1)  Shadowing 13-
    3    2)  Computer Programming 13-
    3    3)  Concealment 13-
    3    4)  Deduction 13-
    3    5)  Electronics 13-
    3    6)  Inventor 13-
        Everyman skills
    0    1)  Acting 8-
    0    2)  Climbing 8-
    0    3)  Conversation 8-
    0    4)  Paramedics 8-
    0    5)  Persuasion 8-
    0    6)  TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]

    Skills Total: 35

     

    Value    Complications
    10    Accidental Change:  High energy fields 11- (Uncommon)
    10    Distinctive Features:  (Concealable by turning off her powered up form), Noticed and Recognizable, Detectable By Commonly-Used Senses
    15    Hunted:  S.U.S.H.I.(High tech villain group Infrequently (Mo Pow; Harshly Punish)
    10    Physical Complication:  Has no organs in energy form(normal healing does not work) (Infrequently; Slightly Impairing)
    10    Psychological Complication:  Carless use of high energy  (Uncommon; Strong)
    10    Psychological Complication:  reluctance to kill  (Common; Moderate)
    10    Social Complication:  Secret Id Infrequently, Major

    Complications Points: 75

    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 400

  6. 19 minutes ago, DShomshak said:

     

    Basic Blast operates against Normal Defenses. Converting them to operate against Power Defense is an Advantage. Then making the attack NND reduces that Advantage; it does not make it a Limitation.

     

    As a matter of notation, though, good idea to note how many meters of Flight the character can use with each fixed slot.

     

    Dean Shomshak

    I went for the AVLD Rare-Uncommon  advantage(not sure how it is a negative

     

  7. well I rated it as rare uncommon for the AVLD
    What do you feel it should be?

    8 minutes ago, Mr. R said:

     

     

    And HOW COMMON is Power Defense?

     

    Take a look at her team mates, how many have Pow Def?

     

    Take a look at your villain roster, how many have Pow Def?

     

    If it is everyone, then the power is useless.  If it is no one then you have some serious explaining to do to your fellow players (esp if you are a GM)  

     

     

     

    I rated the AVLD as rare-uncommon
    it is area effect so I would be cautious around teammates and civillains

    19 minutes ago, DShomshak said:

    Well, that would seem to be the way the rules are written. Multipower Reserves do not themselves cost Endurance; therefore, Reduced Endurance is not a valid Advantage for them.

     

    as all the powers that I plan to have in will cost end and it would be a common modifier for the MP
    as this character was built on Hero Designer I shouldn't be able to add that Modifier by that logic

  8. 1 hour ago, Hugh Neilson said:

    Agreed that, absent campaign parameters, any character is very hard to assess.  Based on her numbers, I am guessing a standard 10 – 12 DCs, with the Sacrifice Lunge being an outlier.

     

     

     

    So that means a typical attack will average 35 – 42 STUN, 10 to 14 past defenses.

     

     

    PRE 13 will mean lost actions if villains use PRE attacks.  Just Violent Actions demonstrating a Superpower adds some dice.

     

     

    In my games, 7 SPD is quite fast, so I would expect below-average attacks, defenses and/or some other compensatory weaknesses.

     

     

     

    Given pretty much everything is OIAID, I would expect the character will be denied those powers every so often.  Can she survive with 2 PD and ED?  Similarly, I would expect to see adjustment powers reasonably often to justify the savings from Unified Power.  A 6d6 Drain will take out your defenses pretty quick (and I think it hits each Damage Reduction, not one at a time).

     

     

     

    How is her Energy Detection Perceivable?  I can get the force field effect and partial desolid being visible.  The Life Support being visible also seems odd.

     

     

     

    The lethality of that radiation attack have been noted.  I will point out that a similar attack, by a character with the same SPD, would leave your character at -9 BOD in one turn.  Would you and the rest of the players be OK with a similar AoE attack being used against you?  Or just a mimic character copying that power (you don’t have Power Defense). 

     

     

     

    I would require the MP have a 62 point base and that each power pay for reduced END, but other GMs may feel differently.  It also looks like your Flight assumes the Adders are not used. While 6e V1 p408 allows avoiding the reserve allocation, the adders still increase the END cost.

     

     

     

    With Accidental Change in a Very Common situation, how long can that ID stay a secret?  Maybe the Change is out of, rather than into, energy form (making her defenseless for that window, and unlikely to survive a solid hit from an opposing Super)?

     

     

     

    Like Cygnia, I also don’t see the drawback of having no organs in energy form.

     

    using standard superheroic pg 35 vol1 of 6e

    well found a use for the 10 pts from spd for Pre

    7 spd oops hit the up arrow on HD 1 too many times and did not catch that(will lower to spd 6)

    Forgot personal immunity on the "Quantum radiation field"(will change that)
    changing the MP to 62 pts and having each each slot pay for reduced end is something I could live with
    Accidental change should be uncommon and will change(need to find 10 more point for complications)

    Thank you Hugh
    updated  version below

     

    Ghost Girl


    VAL    CHA    Cost    Roll    Notes
    15    STR    5    12-    HTH Damage 3d6  END [1]
    18    DEX    16    13-
    20    CON    10    13-
    18    INT    8    13-    PER Roll 13-
    10    EGO    0    11-
    23    PRE    13    14-    PRE Attack: 4 1/2d6
    7    OCV    20
    9    DCV    30
    3    OMCV    0
    3    DMCV    0
    6    SPD    40    Phases:  2, 4, 6, 8, 10, 12
    2    PD    0    2/15 PD (0/13 rPD)
    2    ED    0    2/15 ED (0/13 rED)
    10    REC    6
    40    END    4
    12    BODY    2    
    40    STUN    10

    Movement    Cost    Meters    Notes
    RUNNING    0    12m/24m    END [1]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward
    FLIGHT        40m/160m

    TELEPORTATION        10m/20m


    Characteristics Total: 164

    Cost    Powers
        Sub-Atomic Particle manipulation, all slots Unified Power (-1/4), OIAID (-1/4), Perceivable (-1/4) - END=
    22    1)  Resistant Protection (13 PD/13 ED) (39 Active Points) - END=0
    39    2)  Partially Desolid(Quantum state in flux): (Total: 70 Active Cost, 39 Real Cost) Energy Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Physical Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Mental Damage Reduction, 50% (30 Active Points) (Real Cost: 17) - END=0
    16    3)  LS  (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points) - END=0
    20    4)  Energy: Detection A Large Class Of Things 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Targeting (35 Active Points) - END=0
          - END=
    41    Quantom physics manipulation: Multipower, 50-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots Unified Power (-1/4), OIAID (-1/4) - END=
    2f    1)  Quantum radiation field: Blast 2 1/2d6, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4), Constant (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Does BODY (+1) (45 Active Points); Attack Versus Alternate Defense (Power Defense; -1/2) [Notes: 15m of flight] - END=2
    7v    2)  Flight 40m, Position Shift, x4 Noncombat (50 Active Points) - END=2
    3f    3)  Teleportation 10m, x4 Increased Mass, MegaScale (1m = 100 km; +1 1/2) (50 Active Points) - END=2
    3f    4)  Desolidification  (affected by strong magnetic and gravity fields) (40 Active Points) [Notes: 10m of flight] - END=2
    2f    5)  Invisibility to Sight, Radio and Hearing Groups and Spatial Awareness  (35 Active Points) [Notes: 15m of flight] - END=1
    3f    6)  Quantum rearranging: Healing BODY 2 1/2d6, Decreased Re-use Duration (5 Minutes; +1) (50 Active Points) - END=2

    Powers Total: 158

    Cost    Martial Arts
    4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
    5    Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
    3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 10d6 Strike, Target Falls
    3    Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/10, Target Falls
    4    Sacrifice Lunge:  1/2 Phase, +2 OCV, -2 DCV, 9d6 +v/10; FMove
    24    +6 HTH Damage Class(es)

    Martial Arts Total: 43

    Cost    Skills
    4    PS: Scientist 13-
    3    Scientist
    2    1)  SS:  Particle Physics 12- (3 Active Points)
    2    2)  SS:  Physics 12- (3 Active Points)
    3    3)  SS:  Quantum Physics 13- (4 Active Points)
        Dex Skills
    3    1)  Stealth 13-
        Int skills
    3    1)  Shadowing 13-
    3    2)  Computer Programming 13-
    3    3)  Concealment 13-
    3    4)  Deduction 13-
    3    5)  Electronics 13-
    3    6)  Inventor 13-
        Everyman skills
    0    1)  Acting 8-
    0    2)  Climbing 8-
    0    3)  Conversation 8-
    0    4)  Paramedics 8-
    0    5)  Persuasion 8-
    0    6)  TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]

    Skills Total: 35

     

    Value    Complications
    10    Accidental Change:  High energy fields 11- (Uncommon)
    10    Distinctive Features:  (Concealable by turning off her powered up form), Noticed and Recognizable, Detectable By Commonly-Used Senses
    15    Hunted:  S.U.S.H.I.(High tech villain group Infrequently (Mo Pow; Harshly Punish)
    10    Physical Complication:  Has no organs in energy form(normal healing does not work) (Infrequently; Slightly Impairing)
    10    Psychological Complication:  Careless use of high energy  (Uncommon; Strong)
    10    Psychological Complication:  reluctance to kill  (Common; Moderate)
    10    Social Complication:  Secret Id Infrequently, Major

    Complications Points: 75

    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 400

  9. 9 hours ago, Mr. R said:

    So she's a flying Martial Artist.  Cool!

     

    I have two flags (whether they are red depends on your answers)

    1-  The Sacrifice Lunge   13 d6 damage?  After a full move?    It would be nice to have your campaign parameters here like : CV 8  Spd 6  Defenses total 50 AP  Attacks 50 AP (with up to 75 with advantages)  But as it is this is a lot of damage!

     

    2- Quantum radiation field   3 body every one of her phases means that by the time phase 6 comes someone will have taken 9 body.  I would have severe misgivings about allowing this ability.  It is extremely lethal.  If this is a PC, be prepared for some villains unleashing BIG attacks on you just to get you out of the fight ASAP.  If the rational is "I'll only use it in emergencies!" I don't buy it.  I have had encounters wit too many players who said that, and then used it all the time.

     

    AS far as the rest.... not bad!

    she is built for a standard superheroic 400pt character

    as per page 35 of 6e vol 1

    speed 3-10  CV 7-13 DC 6-14 active pts 40-80 ......

    the "Quantum radiation field" is meant to be like the spines on a porcupine(stay away)
    the body is stopped by normal power def(I could have made it a rka and now it would have to be resistant Power def for the same cost)

    this would also make her a target to knockback or throw her teammates into the field(so she has to be careful of when she uses it)

  10. 15 hours ago, Cygnia said:

    How does having no organs in energy form impair her?

    The power healing won't work on her(she would have to drop out of her super powered Id to be healed)
    while she has her own healing she would need to retreat from battle to do that and she is the only one who can do it(in most cases)

     

  11. Here is a new character I came up with from a subject posted in the Hero FB page by Steve Otto
    what do you think?
    Comments are welcome(so long as they are nice and or constructive)

     

    Ghost Girl


    VAL    CHA    Cost    Roll    Notes
    15    STR    5    12-    HTH Damage 3d6  END [1]
    18    DEX    16    13-
    20    CON    10    13-
    18    INT    8    13-    PER Roll 13-
    10    EGO    0    11-
    13    PRE    3    12-    PRE Attack: 2 1/2d6
    7    OCV    20
    9    DCV    30
    3    OMCV    0
    3    DMCV    0
    7    SPD    50    Phases:  2, 4, 6, 7, 9, 11, 12
    2    PD    0    2/15 PD (0/13 rPD)
    2    ED    0    2/15 ED (0/13 rED)
    10    REC    6
    40    END    4
    12    BODY    2    
    40    STUN    10

    Movement    Cost    Meters    Notes
    RUNNING    0    12m/24m    END [1]
    SWIMMING    0    4m/8m    END [1]
    LEAPING    0    4m    4m forward, 2m upward
    FLIGHT        40m/160m

    TELEPORTATION        10m/20m


    Characteristics Total: 164

    Cost    Powers
        Sub-Atomic Particle manipulation, all slots Unified Power (-1/4), OIAID (-1/4), Perceivable (-1/4) - END=
    22    1)  Resistant Protection (13 PD/13 ED) (39 Active Points) - END=0
    39    2)  Partially Desolid(Quantum state in flux): (Total: 70 Active Cost, 39 Real Cost) Energy Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Physical Damage Reduction, 50% (20 Active Points) (Real Cost: 11) plus Mental Damage Reduction, 50% (30 Active Points) (Real Cost: 17) - END=0
    16    3)  LS  (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (29 Active Points) - END=0
    20    4)  Energy: Detection A Large Class Of Things 13- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Targeting (35 Active Points) - END=0
          - END=
    41    Quantom physics manipulation: Multipower, 50-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (62 Active Points); all slots Unified Power (-1/4), OIAID (-1/4) - END=
    2f    1)  Quantum radiation field: Blast 3d6, Area Of Effect (4m Radius; +1/4), Constant (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Does BODY (+1) (49 Active Points); Attack Versus Alternate Defense (Power Defense; -1/2) - END=2
    7v    2)  Flight 40m, Position Shift, x4 Noncombat (50 Active Points) - END=2
    3f    3)  Teleportation 10m, x4 Increased Mass, MegaScale (1m = 100 km; +1 1/2) (50 Active Points) - END=2
    3f    4)  Desolidification  (affected by strong magnetic and gravity fields) (40 Active Points) [Notes: 10m of flight] - END=2
    2f    5)  Invisibility to Sight, Radio and Hearing Groups and Spatial Awareness  (35 Active Points) [Notes: 15m of flight] - END=1
    3f    6)  Quantum rearranging: Healing BODY 2d6, Decreased Re-use Duration (1 Turn; +1 1/2) (50 Active Points) - END=2

    Powers Total: 158

    Cost    Martial Arts
    4    Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 11d6 Strike
    5    Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
    3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 10d6 Strike, Target Falls
    3    Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 9d6 +v/10, Target Falls
    4    Sacrifice Lunge:  1/2 Phase, +2 OCV, -2 DCV, 9d6 +v/10; FMove
    24    +6 HTH Damage Class(es)

    Martial Arts Total: 43

    Cost    Skills
    4    PS: Scientist 13-
    3    Scientist
    2    1)  SS:  Particle Physics 12- (3 Active Points)
    2    2)  SS:  Physics 12- (3 Active Points)
    3    3)  SS:  Quantum Physics 13- (4 Active Points)
        Dex Skills
    3    1)  Stealth 13-
        Int skills
    3    1)  Shadowing 13-
    3    2)  Computer Programming 13-
    3    3)  Concealment 13-
    3    4)  Deduction 13-
    3    5)  Electronics 13-
    3    6)  Inventor 13-
        Everyman skills
    0    1)  Acting 8-
    0    2)  Climbing 8-
    0    3)  Conversation 8-
    0    4)  Paramedics 8-
    0    5)  Persuasion 8-
    0    6)  TF:  Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill]

    Skills Total: 35

     

    Value    Complications
    20    Accidental Change:  High energy fields 11- (Very Common)
    10    Distinctive Features:  (Concealable by turning off her powered up form), Noticed and Recognizable, Detectable By Commonly-Used Senses
    15    Hunted:  S.U.S.H.I.(High tech villain group Infrequently (Mo Pow; Harshly Punish)
    10    Physical Complication:  Has no organs in energy form (Infrequently; Slightly Impairing)
    10    Psychological Complication:  Carless use of high energy  (Uncommon; Strong)
    10    Social Complication:  Secret Id Infrequently, Major

    Complications Points: 75

    Base Points: 400
    Experience: 0
    Experience Unspent: 0
    Total Character Cost: 400

    1836817_10152320830171788_1002991314_o.jpg

  12. 15 minutes ago, Grailknight said:

     

    No, the core rule is if "There are two ways to do an effect, then the most expensive is the correct method." The two options are equal in this case so both can be valid.

    In this case you have Mental Illusion or a Change Enviroment

  13. 1 hour ago, steriaca said:

    But...how to simulate it in modern Hero System. Should it be Mind Control Based On CON effect (one command: Feel Vertigo)?

    you use Mental Illusion
    you could have it go against Con, but on average Con is higher than Ego on most characters
    for me the mind is the final stop for how the body reacts

  14. 20 hours ago, Majik said:

    Hello all, old timer from early 90's just getting back into the game again. I was looking at an old character sheet and had a power called "Vertigo" on it. I believe it may have come from one of the old Hero System fanzines we had back then. 

    Still trying to figure out my notes, but after 20+ years, not a lot to go on. If any old timers still around, here is what I have on the power, but sadly no specifics.

     

    Vertigo

    1X -1 DCV - 1OCV

    2X -3 DCV -3 OCV

    3X No Ranged Attacks Can Be Made, All Actions Require a Dex Roll -5 DCV -5 OCV

    4X On Floor Immobile Vomiting 0 OCV 0 DCV

     

    Does anyone out there remember this power? It's been a looong time. Just trying to figure out how the power worked back then. Seems to be an if I rolled over X amount then the effect would happen.

     

    looks like a mental illusion to me
    I did this using Change Enviroment
    the Characteristic roll is vs Dex
    if the target fails they are on the ground and having problems getting up
    Prone they are 1/2 DCV and let the ranged deal with them(haymakers, called shots, parking buses on them, etc...)
    Vertigo scream(vs dex or fall):  Change Environment (-7 to Characteristic Roll or Skill Roll), Area Of Effect (32m Cone; +3/4) (37 Active Points); Limited Power Power loses about a fourth of its effectiveness (not vs hear flash; -1/4)

  15. 2 hours ago, GDShore said:

    I would like to speak to a couple of points here. I do not particularly like activation rolls , I can see where they are useful but do not like them. Rapiers are not armor piercing, one meeting between a rapier and broadsword, and the rapier either breaks in half or shatters. Also, the knight will be carrying a large shield (in addition to his armor) that will be verrry hard to get around. 

         Beast postulates a scenario where 200 archers takes on 50 knights but he leaves out a couple of important factors. 1. are the knights mounted,  2. at what range do the two forces spot each other, 3. if mounted it will take approximately 33 to 36 seconds for the knights to close to melee range assuming 300 meters. [ Richard the Lionheart said that if he could close an enemy to 300 yards no force on earth could stand before him] ( it takes 3 to 6 strides for a thoroughbred to achieve full speed, about 2 seconds) I rank as a ludicrous  bowman in the Society for Creative Anachronism which requires that you shoot a flight of 6 arrows each at 40 yards - 30 yards and 20 yards plus a speed round in which you have thirty seconds to fire as many arrows as possible. I generally average 6-7 rounds though my best was 9, I have a friend who regularly averaged 18 in a speed round with his best being 28.  120 points scored on a 60 cm. target face. The scoring is gold -5- (15 cm. circle), red -3-, blue -3-, black -2- and white -1- my best score was 126,  7 bullseyes and a 1. 

         My point is that personal experiance shows that a 12% hit rate is way too low. At Agincourt the worst archer on the English side would rate as good - very good, In tournament I have shot at clout and wand at 100 meter, The clout is at a circle 6 foot wide with circles at 1 foot, 2 foot and 4 foot. I never shoot less than all six in the 2 foot or 1 foot, the wand is a target 4 inches wide, 6 foot tall only the center 2 inches scoring. my worst 4 score 2 in the non score. These targets were based on those used by English yeoman archers during the Plantagenet era every Sunday after mass. So to Beasts posit, 100 of the archers will be good to very good, 50 will be excellent, 25 elite and 25 superlative. The first volley will loose as the knights approach 250 meters, the second as they approach 175 meter, a third volley as they approach the 100 meter mark. I doubt that there is a single one of the 50 still alive as the last living horse passes the 100 meter mark. You see, none will have charged with their visors down, (have you ever been on a horse wearing a helmet with visor down, I have, bupkiss is what you see) They won't lower the visor till about 50 meter out, the elites and superlatives will be aiming at the eye slot, about 2.5 cm. wide and 7.5 cm. long, remember there is fifty of them. 

         I will grant Beast his 10% penetration at 300 meter, but not his 12% hits to begin with, he has forgotten something else to begin with, THEY are not shooting at a target 2 meter high and less than 1 meter wide, they are shooting at a target closer to 4 meter high, 2,5 meter long and 1,5 meter wide. They are shooting at horse and man, a very big target. I posit a hit rate closer to 50%, that would be a hundred hits, 10 penetrations and a loss of 4 to 6 troops one way or another per volley. Trust me the best trained horse is not going to be happy shot in the rump or leg or eye. If the troop is dismounted their fate is more assured. 78 seconds is a long time to be under fire and not be able to strike back. From the 100 meter mark the knights would be looking at 5 plus rounds of fire, at probably 75% or more hits that would be 750 hits, 75 penetrations, 30 or more incapacitated. Penetration however is not my biggest beef, its accuracy, 

         At 300 meter I'll agree no aimed shots[unless aided] shots, same at 200 meter but ay 100 meter I know they are possible (even with a medium weight bow. {I have done it} In most RPG a bow cannot hit the broadside of a barn beyond 20-25 meter. At 100 meter I know I can hit a 5 cm. target, with less than a 2.5 cm. spread 4 time out of 6. I rank myself as an expert, not elite or superlative. To reach an expert ability I would have to have a missile OCV of +10 to 12, let alone think about being a superlative bowman.

    I was just spitballing it for accuracy
    but I'm also taking into account that 200 archers are not going to be able to target individuals(so in a perfect world  each knight would have 4 arrows per volley, it will be more like the front rank will take the most hits)
    there is also the morale of the troops(at 50yds vs horseback 25 yds vs foot) depending on defending terrain/fortifacations and or foot troops archers will break and run
    knights on foot can move in turtle(shields overlapping closer formation)
    on horse shorter time under fire, but not as maneuverable to avoid field fortifacations

  16. 43 minutes ago, Christopher R Taylor said:

    Perhaps its worth a discussion on what makes an attack armor piercing in terms of normal weapons.  Is a spear head AP?  The point of a rapier?  Arrowheads?

     

    Remember, this is about what it does in game terms, not what its called in real world parlance.

    What is AP in game terms is going to be on how the attack is bought(character points or money)
    If I pay character points it is AP if I pay for it and the GM approves
    If I pay money I should have to pay x10-x20 vs normal arrows and the GM approves
    to a lesser degree if paying money for an AP weapon say x5-x10 vs a normal weapon, and the GM approves

     

    In any case the classical case to deal with heavy armored foes is volume of fire
    Example a force of 50 heavily armored knights(armor act-14)attacked by 200 archers should yield say 25 hits(area fire in reality)
    14- activate is around 90% effective defense

    so of the 25 hits 2.5 will penetrate for an average of 5.5 body done(1.5d6 weapon) to the poor knight hit(probably taking out something and making the knight combat ineffective
    it now becomes a race for the knights to cover the distance to the archers and destroy or bypass the archer's defenses(trench with emplaced spears, high ground, defensive toops, etc...)


    as for a rapier being AP, I'd say no as it is a weapon meant to slip into the joints and do damage( though a rapier is a street/ in the city weapon and is not meant for the battlefield)
    Now I would either buy AP as a naked advantage or Penalty Skill levels to lower the activation roll to show the added skill of the wielder

  17. 1 minute ago, Christopher R Taylor said:

     

    While I agree that there are a lot of different kinds of arrows, they all nearly all built to strike as hard as possible on a very small point.  Some (like bird arrows) don't have this feature, but to me that makes them a special sort of alternate arrow, not the default design.

    what gets done more, hunting for food or actual battle?

    especially an army in the field
    Hunting heads are the norm as AP arrowheads are more difficult to produce(hardening the metal, dry shafts, etc....)

  18. On 11/7/2022 at 7:27 AM, MrAgdesh said:

    Re: the OP question as to whether or not bows should do less damage (for the Jolrhos Player's Guide specifically) 

     

    A Very Heavy longbow does 2d6+1 and has an 18 STR min. That, on average, will bounce from full plate armour's DEF of 8. An above average damage roll (or crit) I assume has just hit at "the right angle" to penetrate. 

     

    There won't be many of the populace with 18 STR though so the majority of longbowmen you face are likely to be light to medium bow users; 1d6 - 1 1/2d6, meaning that only the medium bowmen can squeeze 1 pip of BODY through on full plate if they roll maximum damage (or a critical).

     

     

    To me, the damage therefore seems about right?

     

     

    (I'm a big fan of the optional Bows vs Crossbows rules too; HSEG: Pg 32)

    remember that this kind of armor does not cover everything perfectly, and there is an activation
    so even a 14- will fail in time(the MacBeth and Adora sword and shield fight where won by strikes that got past the armor
    the same is true vs arrows, enough tries and the armor will be bypassed or defeated

  19. 13 hours ago, Christopher R Taylor said:

     

    By their shape, use, and to me common sense, most arrowheads are armor piercing by design: they apply all their force on a very small sharpened point.  But if you do that, then plate armor has to be absurdly heavy or innately hardened (which seems odd) in order to protect the way modern testing shows.

    you have never seen a broadhead arrow?
    there are many types of arrow heads
    hunting arrows are made to do the most damage to make the game animal bleed out quickly and not to move to far from the hunter
    and as time has shown that there has always been a competion between weapons and armor where 1 tries to out do the other(look at tanks and warships vs various weapon systems over time)
    watch the video above that  MrAgdesh posted
    it even talks about military and game projectiles

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