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Beast

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Posts posted by Beast

  1. 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

    Blind-Detective-2.jpg

     

     

     

    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:

     

  2. 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

  3. 5 minutes ago, grandmastergm said:

     

    The characters have been already made. I'll be happy to send them to you if you'd like?  

    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

  4. what about adding trigger to summons
    then they are called upon when needed and the trigger can reset when the 1st set are destroyed
    and to stop the reset you need to throw the skulls or torsos out of the summon area(where they rise from)

  5. 11 minutes ago, cbat007 said:

    side note - any general GM tips; how do i create villains and how do i balance them; what does a normal henchman look like; how do i run a session?
     

    Agents should be 1 hit wonders
    and cause 5-10 stun each if they hit

    5-6 for a squad that gangs up on a single hero (for each hero or insert 1 capable villain who can go toe toe with 1 hero)
    the secret of using agents is to when possible is to coordinate their attacks to daze the hero or play the dumb if you want the heroes to win
    the agents should be hitting on a 9/10 or less vs their average DCV

    IMHO

  6. 2 hours ago, Lord Liaden said:

    Unless you already have all the old stuff. :nya:

     

    But thank you very much for all your efforts to bring that material to the masses, Your Grace. :hail:

    Haymaker was limited to those that wrote for it(otherwise I would have gotten it and is worth it alone )

    1st,2nd, and 3rd editions are great adding in the Champions II and III(not editions but rule suppliments that came out between 2nd and 3rd editions would make a complete set of the rules (I know the 4th ed Almanacs have already been in another BoH) of 1st thru 5th

    It took me years to collect every AC

    for me 30$ for the Haymakers, Champions 1st,2nd,3rd editions (still wanting the 2 suppliment books) is a steal

    I have all of the rest
     

  7. 5th and 6th ed stuff is easy to convert, mostly just watch CVs and damage classes and defenses
    there are a few things like the expanded change enviroment and regeneration in 6th
    only downside is that Hero designer does not do 4th ed
    you pretty much have to do everything by hand
    there is Hero Creator software but it is really old
    there have been excel sheets done for 4th but I have not gone looking for them(I have tons of 4th ed stuff that I would convert to 5th or 6th as needed)

  8. 55 minutes ago, Life said:

    My villian has a Damage shield with teleport. So, yes it would stop the 2nd attack (in theory). Others have suggested writing the Teleport with a trigger instead, but I do want the heros to land a hit, then teleport (for melee).

    How does the DS do a block maneuver with  no counter attack roll(sfx does not count)
    Block is the only way to stop an attack after it lands(before the damage roll)
     

  9. On 9/14/2020 at 8:51 PM, Life said:

    Hello,

     

    Character "A" attacks character "B" who has a damage shield with auto fire 3 shots. Character A's attack roll will land all three shots. However, character's damage shield will be enough to knock him out after the first swing (in theory).

     

    Question - Which happens first? The 2nd auto fire or the first damage shield?

    Does it say anywhere that a damage shield stops the attack?
    does the damage shield in any way perform a block that no roll is needed to be performed?

  10. 1 minute ago, Khas said:

    This is very useful! 

     

    "When a character performs either Maneuver with a

    weapon, halve the character’s STR for purposes of the

    STR Minimum (calculating extra damage or DC/OCV

    penalties), and apply the damage normally taken by

    the attacking character to the weapon inst ead." 

     

    Do you think that this quote means that the STR is halved only for the minima and not for the damage counting? 

    yes

  11. from champions complete
    pg 151

     

    A successful Move By does half of the character’s regular
    STR damage plus (velocity/10)d6
    . The attacker himself takes
    one-third of this damage (both STUN and BODY; appropriate
    defenses apply).

     


    • When a character performs either Maneuver with a
    weapon, halve the character’s STR for purposes of the
    STR Minimum
    (calculating extra damage or DC/OCV
    penalties), and apply the damage normally taken by
    the attacking character to the weapon instead.

     

     

    • Hand-To-Hand Attack damage adds to either
    Maneuver if (and only if) the GM believes it makes
    sense based on the Special Effects of the HA and the
    Maneuver. If it adds, it adds to the overall damage (so
    it isn’t halved along with STR for a Move By, and it
    affects the damage the attacker himself takes).

     

     

    MOVE THROUGH
    (½ Phase; -v/10 OCV; -3 DCV)
    Allows a character to attack at the end of a move by running
    right into his target. If the attacker misses his target and has
    meters of movement remaining in his Full Move, he keeps
    traveling in a straight line; he may decelerate if he wishes. If he
    doesn’t have meters of movement remaining in his Full Move, he
    ends his Full Move at the target’s location.
    If the character hits his target, he does his regular STR
    damage plus (velocity/6)d6. The attacker himself takes one-half
    of this damage (both STUN and BODY; appropriate defenses

    apply). If the attack did no Knockback, then the attacker takes
    the full damage instead (it’s like running into a wall).
    If the attacker hits the target and doesn’t do Knockback,
    or he hits the target at the end of his Full Move, he stops at the
    target’s location (directly in front of the target). If he hits and
    does Knockback, and has meters remaining in his Full Move, he
    has his choice of three options:

     

     

    the 2 big book suffer from too much example bloat
    CC boils it down

     

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