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Posts posted by Beast
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are you still taking applications?
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if the gestures takes time(more than a 1/2 phase)
or he attacker has done a cover maneuver on the 1 doing gestures
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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 -
What point and ocv/dcv/DCs/etc....are you looking for?
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works fine for me(Scarlet Queen )
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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) -
1 hour ago, Pariah said:
That M*A*S*H portrayed the military in this fashion is hardly a surprise. It was a thinly-veiled critique of the Vietnam War.
MASH was nothing about being thinly veiled (they just kept the foul language out except for 1 out burst of "you SOB" from Hawkeye
I was in my teens watching MASH
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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 hit5-6 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 DCVIMHO
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2 hours ago, Lord Liaden said:
Unless you already have all the old stuff.
But thank you very much for all your efforts to bring that material to the masses, Your Grace.
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 stealI have all of the rest
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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) -
7 minutes ago, Steve said:
It’s going to be an interesting time for the next few weeks.
Only if the senate allows hearing to be done to confirm this close to the election or if Trump looses the election
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Could you post a list of the games as I cannot remember which ones I was in(hoping that seeing titles might jog my memory)
the 1 I really want is a magic based post apoclyptic world
I ran a character named Pietyshe way a magical song/sound based bard/fighter and brick
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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)
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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? -
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
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from champions complete
pg 151A 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 -
you only 1/2 the str for a move by
it is full strength for a move through
21 minutes ago, Khas said:And with a proper weapon, the STR is halved also without a minima as I read it
only when doing a move by
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adding weapon damage from something you pick up off the battle ground in a supers game should not add any damage to your move by/through(sfx might convert to a killing attack)
in any other genre, you can only double the max damage of the weapon
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Looks to be we may have a cat based niche here
I'm Ghost Cat or just GCI'm a shape shifting brick and a fast combat mover
I can do fast movement across town(
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The Blind Detective
in Champions
Posted
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: