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Beast

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Everything posted by Beast

  1. I have 2 copies of the 4th ed hero system book along with Hero Creator and all of the ultimate books I have not played 4th ed in over 20 yrs I'd love to play in a game what points and stats are you looking at?
  2. by their surname as I portray 1 of the Yeoman of the guard I am addressed as Yeoman Mitchell( or Yeoman Beast)
  3. pretty sure that advantages do not add to the end cost
  4. the 4 levels of SA are for adding to her Pre skills(poor man"s mind control) the 12- activate is based on Jujituguy's call for anything above 20 active to be ego based RSR Disguise is there to HIDE those 4 levels of SA as her hotness is concealable multipower is on the table with exp the sonic and extra str are things she does not know about and she is mostly a dockworking slave at this point thanks for the spitballing
  5. Layla Tudor cyberhero View File Layla Piety Tudor VAL CHA Cost Roll Notes 20 STR 10 13- / 15- HTH Damage 4d6/6d6 END [4/6] 18 DEX 16 13- 20 CON 10 13- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 20 PRE 10 13- PRE Attack: 4d6 5 OCV 10 5 DCV 10 1 OMCV -6 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 15 PD 4 15 PD (9 rPD) 15 ED 4 15 ED (9 rED) 5 REC 1 40 END 4 10 BODY 0 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 Characteristics Total: 99 Cost Powers Synthetic body structure, all slots Unified Power (-1/4) - END= 14 1) Combat Luck (9 PD/9 ED) (18 Active Points) - END= 10 2) +4/+4d6 Striking Appearance (vs. all characters) (12 Active Points) - END= 8 3) Base note to rattle teeth and bones: HKA 1/2d6 (1 1/2d6 / 2d6 w/STR), Area Of Effect (16m Cone; +1/2), Thin Cone (-1/4) (12 Active Points); Requires A Roll (12- roll; -1/4) - END=1 7 4) extra strength: +10 STR (10 Active Points); Requires A Roll (12- roll; -1/4) - END=2 Powers Total: 39 Cost Skills Int Skills 3 1) Disguise 12- 3 2) Deduction 12- General 4 1) PS: Singer/songwriter 13- 2 2) WF: Blades, Handguns, Unarmed Combat Pre skills may get bonus of +4 from Striking Appearence 3 1) Acting 13- 3 2) Conversation 13- 3 3) Streetwise 13- 3 4) Oratory 13- 3 5) Persuasion 13- 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) Shadowing 8- 0 6) Stealth 8- 0 7) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] Skills Total: 27 Value Complications 10 Distinctive Features: Hottest woman in the room (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Psychological Complication: Cannot remember she was built to be an assassin (Common; Total) 10 Hunted: those that created her Infrequently (As Pow; Harshly Punish(capture and reprogram her)) Complications Points: 40 Base Points: 165 Experience: 0 Experience Unspent: 0 Total Character Cost: 165 Submitter Beast Submitted 12/18/2021 Category Characters Rules Version HERO System 6th Edition  
  6. Version 1.0.0

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    Layla Piety Tudor VAL CHA Cost Roll Notes 20 STR 10 13- / 15- HTH Damage 4d6/6d6 END [4/6] 18 DEX 16 13- 20 CON 10 13- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 20 PRE 10 13- PRE Attack: 4d6 5 OCV 10 5 DCV 10 1 OMCV -6 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 15 PD 4 15 PD (9 rPD) 15 ED 4 15 ED (9 rED) 5 REC 1 40 END 4 10 BODY 0 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 Characteristics Total: 99 Cost Powers Synthetic body structure, all slots Unified Power (-1/4) - END= 14 1) Combat Luck (9 PD/9 ED) (18 Active Points) - END= 10 2) +4/+4d6 Striking Appearance (vs. all characters) (12 Active Points) - END= 8 3) Base note to rattle teeth and bones: HKA 1/2d6 (1 1/2d6 / 2d6 w/STR), Area Of Effect (16m Cone; +1/2), Thin Cone (-1/4) (12 Active Points); Requires A Roll (12- roll; -1/4) - END=1 7 4) extra strength: +10 STR (10 Active Points); Requires A Roll (12- roll; -1/4) - END=2 Powers Total: 39 Cost Skills Int Skills 3 1) Disguise 12- 3 2) Deduction 12- General 4 1) PS: Singer/songwriter 13- 2 2) WF: Blades, Handguns, Unarmed Combat Pre skills may get bonus of +4 from Striking Appearence 3 1) Acting 13- 3 2) Conversation 13- 3 3) Streetwise 13- 3 4) Oratory 13- 3 5) Persuasion 13- 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) Shadowing 8- 0 6) Stealth 8- 0 7) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] Skills Total: 27 Value Complications 10 Distinctive Features: Hottest woman in the room (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Psychological Complication: Cannot remember she was built to be an assassin (Common; Total) 10 Hunted: those that created her Infrequently (As Pow; Harshly Punish(capture and reprogram her)) Complications Points: 40 Base Points: 165 Experience: 0 Experience Unspent: 0 Total Character Cost: 165
  7. so give me your thoughts Layla Piety Tudor VAL CHA Cost Roll Notes 20 STR 10 13- / 15- HTH Damage 4d6/6d6 END [4/6] 18 DEX 16 13- 20 CON 10 13- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- 20 PRE 10 13- PRE Attack: 4d6 5 OCV 10 5 DCV 10 1 OMCV -6 3 DMCV 0 3 SPD 10 Phases: 4, 8, 12 15 PD 4 15 PD (9 rPD) 15 ED 4 15 ED (9 rED) 5 REC 1 40 END 4 10 BODY 0 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 Characteristics Total: 99 Cost Powers Synthetic body structure, all slots Unified Power (-1/4) - END= 14 1) Combat Luck (9 PD/9 ED) (18 Active Points) - END= 10 2) +4/+4d6 Striking Appearance (vs. all characters) (12 Active Points) - END= 8 3) Base note to rattle teeth and bones: HKA 1/2d6 (1 1/2d6 / 2d6 w/STR), Area Of Effect (16m Cone; +1/2), Thin Cone (-1/4) (12 Active Points); Requires A Roll (12- roll; -1/4) - END=1 7 4) extra strength: +10 STR (10 Active Points); Requires A Roll (12- roll; -1/4) - END=2 Powers Total: 39 Cost Skills Int Skills 3 1) Disguise 12- 3 2) Deduction 12- General 4 1) PS: Singer/songwriter 13- 2 2) WF: Blades, Handguns, Unarmed Combat Pre skills may get bonus of +4 from Striking Appearence 3 1) Acting 13- 3 2) Conversation 13- 3 3) Streetwise 13- 3 4) Oratory 13- 3 5) Persuasion 13- 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) Shadowing 8- 0 6) Stealth 8- 0 7) TF: Custom Adder, Small Motorized Ground Vehicles [Notes: Custom Mod is Everyman Skill] Skills Total: 27 Value Complications 10 Distinctive Features: Hottest woman in the room (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Psychological Complication: Cannot remember she was built to be an assassin (Common; Total) 10 Hunted: those that created her Infrequently (As Pow; Harshly Punish(capture and reprogram her)) Complications Points: 40 Base Points: 165 Experience: 0 Experience Unspent: 0 Total Character Cost: 165 Layla Piety Tudormk2 165 pts.HTML
  8. Maneuver charts by weapon I LOVE(sorry the crunch geek came out) whiffle bats childhood trama? I'd just base it off of the Fam chart
  9. battle ranges the to be expanded normal in Hero is 2m for me that is sword(rapier)range next is 1m dagger(mostly stabby weapons, some slash)Swords lose +1 OCV, too close to swing a 2handed axe, etc.... grapple(closer would be having sex)stabby weapons can only apply 1/2 of normal strength(not 15 down to 10 but 15 down to 8
  10. Sure no problem a stophit is where both fencers are at the ready Fencer A quickly moves 1 foot forward and is leaning forward(knee is over the foot)and extending their main gauche(a dagger with a hand guard that is more than just a cross piece) Fencer B extends his rapier into his lunging foe(a rapier is 3 times longer than a dagger or main gauche)and allows fencer A to impale himself on his blade Fencer B uses is main gauche to engage and deflect fencer A's rapier so in this the longer weapon wins there are other maneuvers that also allow long weapons to shorten up to defend or attack up closer than normal(Hafting is 1 term) there may be need to a new range(in close,melee,inside your foes normal weapon range.....) the attack range of a dagger is at best 12" from the wielder's furthest reach the attack range of a rapier is 36" from the wielder's furthest reach range is also a big factor Wiffle bats?????????????? we spared with shinais and fencing masks and maybe gloves and that was light weapons in the SCA group I hung out with and we made Naginatas out of closet poles and broken shinais(using the unbroken bamboo staves) a shinai is bamboo sword( no edge the string is that)made from a length of bamboo about 44" long split longways and then held together with leather for a handle,end cap and a mid piece they make a great slapping noise and sting a bit when you get hit but nothing major a naginata is a sword blade on the end of a haft 30" of blade 5' of pole I could take on 3 people with shinais and win 50% of the time 90% vs 1 or 2
  11. 1st ed RuneQuest had Strike ranks which was a formula of weapon speed Dex and reach but as everybody was the same speed
  12. I would also factor in reach over speed I use to fence and do light weapons, and a stophit with a waited move and rapier beats a dagger lunge everyday and I'm slow
  13. at least in the comics depending on the power, when it first appears 1 they are young and do not have a clue what they can do 2 it is usually a very emotional time when it happens 3 some powers are just too explosive and lots of damage being done 4 some are just born what might be considered deformed or demonic
  14. if there are hexes you can figure out down to 30 degrees easy, 15 degrees if you have help squares get you 45 degrees easy and 22.5 degrees if you have help
  15. the Base is bought using pg 27 apg2 yep she has to make make a choice and live with it My version limits PD and ED foes and I can upgrade w/ exp and AP negates Cannot escape via t-port
  16. I pay once to turn to it on It stays on till I change slots or will it off The EDM home is from apg 2 and opens when I pay the end for it Having EDM to get to it would be cheesy way to subvert paying to open the power
  17. It was suggested to me in the game to use Change Enviroment and a -40m to teleport My grip is inescapable: Change Environment (-40m of any mode of Movement), Costs Endurance Only To Activate (+1/4) (50 Active Points); Increased Endurance Cost (x10 END; -2), No Range (target must be grabbed; -1/2), Lockout (other stuff in this list; -1/2), Unified Power (-1/4) AP on t-port halves the minus from the CE(both the GM and I agreed on this) so to escape the target needs to exceed the minus from the CE(still limits range teleported) or break the grab
  18. the total of the 3 MPs is 63 active pts running running at the same time (15pts Multifuction hands, 22pt make the golem move, alter the form of the golem 26pts) I would prefer no gestures or incantations just unified so Hugh what does the whole VPP look like? Do VPPs in 6th work like 5th ed or is it reversed I could never wrap my head around if the active and the control where not the same
  19. there are 3 MPs being combined #1 Multifuction Hands 15pts(and has only unified limitation) #2 Magics to move an Iron Golem 22pts(as above) #3 Magics to alter self 26pts(this is the one that has lots of limitations) so the largest power at any 1 time is 26pts
  20. Well going with a VPP of 63 pts(what those 3 MPs had in active points would raise her points to 498) the vpp would look like this 1 Various Magics added : Variable Power Pool, 63 base + 26 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (102 Active Points); all slots Gestures (Requires both hands; -1/2), Unified Power (-1/4), Incantations (-1/4) or this(a bit cheaper I did not like the changes to VPPs so I rarely use them) she becomes 489pt 2 Various Magics added : Variable Power Pool, 26 base + 63 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (120 Active Points); all slots Gestures (Requires both hands; -1/2), Unified Power (-1/4), Incantations (-1/4) I could toss the Library of the ages: +2 with all Non-Combat Skills (and save 5 pts)
  21. for me there are too many different limitations and some things that cannot go into frame works like naked advantages and senses I could try getting the 3 MPs into 1 VPP
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