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Beast

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Everything posted by Beast

  1. 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
  2. 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)
  3. Only if the senate allows hearing to be done to confirm this close to the election or if Trump looses the election
  4. 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 Piety she way a magical song/sound based bard/fighter and brick
  5. 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)
  6. 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?
  7. 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
  8. you only 1/2 the str for a move by it is full strength for a move through only when doing a move by
  9. 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
  10. Looks to be we may have a cat based niche here I'm Ghost Cat or just GC I'm a shape shifting brick and a fast combat mover I can do fast movement across town(
  11. And you made my point about DD as he is a killer from the nazi era and heroes wanting to draw him out would promote this if your going to promote him as a villain starting with a nazi connection is a great place to start I have all that stuff I you look on the playtest page I'm there Robert Isenberg My friend Ron Glass had his version before 4th ed called Shadow Wolf 30 body and maybe 3 resistant def he never learned my character Precision's mantra "Best defense, No be there" Precision had 10 resistant and 50% damage reduction if he did get hit
  12. Beast

    Nemesis

    the average stun in a 12dc game is 42 , to stun her, the hit has to be 51 to overcome her def and con( more is planned for in the future) CSLs can also add damage and she does not need to do more she is flexible enough , if she needs to do more damage she can push or haymaker
  13. He uses nazi tech and spouts their propaganda makes him a nazi in the eyes of the public Having his own agenda is nothing new Goring tried to take over the nazi government in april of 45 when he thought Hitler had a nervous breakdown As for Seeker, I'm staying with the Hero system champions Fusion is a different game for me
  14. Leave him as a nazi, nazis are universal villains there is already an empress that spans dimensions( adding time travel is trival) Seeker needs more def to take a hit Curing Leech is a plot hook for a GM to set there are 4 cities for champions(Millennium city,Hudson, Vibora Bay and San Angelo(needs up dating) to choose from or build on your self our use all of them and add more as needed
  15. Beast

    Nemesis

    The entrance is at her bellybutton and the stretching to pull items out for me objects are warping in size as they enter/leave the extra dimensional space(max size is 2m x 2m x 2m) and limited by her strength(50 tons) and at this time she cannot hide in it, hence it being labeled belly button this was inspired by the Robert Heinlin character "Friday" and her courier pouch It's doorway is at the belly button think of a woman;s large purse but this one is not an OAF
  16. Beast

    Nemesis

    updated version 1.1 Nemesis Val Char Cost Roll Notes 55 STR 5 20- Lift 51.2tons; 11d6 [1] 18 DEX 16 13- OCV: 9/DCV: 7 25 CON 15 14- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- ECV: 3 - 3 18 PRE 8 13- PRE Attack: 3 ½d6 9 OCV 30 7 DCV 20 3 OMCV 0 3 DMCV 0 6 SPD 10 Phases: 2, 4, 6, 8, 10, 12 10+15 PD 0 Total: 10/25 PD (0/15 rPD) 10+15 ED 0 Total: 10/25 ED (0/15 rED) 10 REC 6 60 END 8 10 BODY 0 60 STUN 20 Total Characteristic Cost: 140 Movement: Running: 34m/68m Flight: 20m/40m Cost Powers END Golem body, all slots Unified Power (-¼) 48 1) +40 STR, Reduced Endurance (0 END; +½) (60 Active Points) 36 2) Resistant Protection (15 PD/15 ED) (45 Active Points) 0 6 3) Tough outer layer: +8 PD (8 Active Points) 6 4) Tough outer layer: +8 ED (8 Active Points) 24 5) Haste spell: +3 SPD (30 Active Points) 28 6) Life Support (Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (35 Active Points) 0 8 7) Gems of true sight for eyes: Sight Group Flash Defense (10 points) (10 Active Points) 0 12 😎 Gems of true sight for eyes: magic based Radar (Radio Group) (15 Active Points) 0 9 9) Regeneration (1 BODY per Turn) (16 Active Points); Linked (Gate to hell fire; -½) 0 24 Magics to move an Iron Golem: Multipower, 30-point reserve, (30 Active Points); all slots Unified Power (-¼) 2f 1) Turning off the levitation spell: Knockback Resistance -20m, Custom Adder (20 Active Points) 0 Notes: +6m running total 18m can weigh a lot 4v 2) the magic from boots of striding and leaping: Running +22m (34m total), Reduced Endurance (½ END; +¼) (30 Active Points) 1 2f 3) the magic from boots of striding and leaping and levitation spell: Leaping 40m (Accurate, x4 Noncombat) (30 Active Points) 3 Notes: 160m x 80m 2f 4) Flight 20m, Usable [As Second Mode Of Movement] (swimming; +¼), Reduced Endurance (½ END; +¼) (30 Active Points) 1 12 Magics to alter self: Multipower, 22-point reserve, (22 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 1f 1) Shape Shift (Sight and Hearing Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (22 Active Points) 2 1f 2) Gate to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼), Personal Immunity (+¼), Constant (+½), Uncontrolled (+½), Penetrating (x3; +1 ½) (22 Active Points); Leaves A Trail (+¼*) 2 1f 3) Bright Sunlight(gate to sun): Change Environment (-2 to Normal Sight PER Rolls, Varying Combat Effects), Area Of Effect (8m Radius; +½) (21 Active Points) 2 1f 4) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points) 2 1f 5) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼) (21 Active Points); No Range (-½) 2 1f 6) bellybutton storage(extra dimensional storage 😞 (Total: 22 Active Cost, 12 Real Cost) Custom Power (20 Active Points) (Real Cost: 20) plus Stretching 2m (2 Active Points); Limited Power Power loses almost all of its effectiveness (only inside the extra dimensional space; -2), No Velocity Damage (-¼), no Noncombat Stretching (-¼), Limited Body Parts (arm only; -¼) (Real Cost: 1) 3 Perks 1 Money invested from the past: Money: Well Off Talents 9 +3/+3d6 Striking Appearance (vs. all characters) Skills 0 Presence Skills may add + 3 for Striking Appearance 3 1) Acting 13- 3 2) Charm 13- 3 3) Streetwise 13- 0 Dex skills 3 1) Breakfall 13- 3 2) Stealth 13- 0 Int based 3 1) Deduction 12- 0 general 3 1) Power: magic skill 11- 0 everyman skills 0 1) Climbing 8- 0 2) Language: English (completely fluent; literate) (4 Active Points) 0 3) Paramedics 8- 0 4) Persuasion 8- 0 5) PS: model 11- 0 6) Shadowing 8- 0 7) TF: Everyman Skill, Small Motorized Ground Vehicles 0 😎 AK 8- Total Powers & Skill Cost: 260 Total Cost: 400 400+ Matching Complications 5 Distinctive Features: Detects as magical (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: usually the hottest woman around (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Magic seeking villain Infrequently (Mo Pow; Harshly Punish) 10 Physical Complication: she has no organs (Infrequently; Slightly Impairing) 15 Psychological Complication: Code vs killing (Common; Strong) 10 Psychological Limitation: Curious (Common; Moderate) 10 Social Complication: Secret Id Frequently, Minor Total Complications Points: 400 Stuff to buy w/ exp Golem body, all slots Unified Power (-¼) 1) LS (Eating: Character does not eat; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week) (38 Active Points) 0 2) Gems of True sight :Seeing the magic: Detect and read/ analyze magic A Class Of Things 14- (Unusual Group), Discriminatory, Analyze, Penetrative, Range (32 Active Points) 0 3) Gems of true sight: Spatial Awareness (Unusual Group), +2 to PER Roll, Discriminatory, Analyze, Telescopic: +1, Tracking (50 Active Points) 0 4) Resistant Protection (5 PD/5 ED) (15 Active Points) 0 5) Remembering Languages through the ages: Universal Translator 15- (23 Active Points); Extra Time (1 Minute, Only to Activate, -¾) 6) mIND LIKE A STEEL TRAP: Eidetic Memory (5 Active Points) 7) Teleportation: Floating Fixed Location (4 Locations) (20 Active Points) 0 😎 Teleportation: Fixed Location (8 Locations) (8 Active Points) 0 for move multipower 1) Teleportation 10m, MegaScale (1m = 10,000 km; +2) (30 Active Points) 3 Multi-function hands: Multipower, 10-point reserve, (10 Active Points); Restrainable (-½), Unified Power (-¼) 1) wedging/poking in her frail looking fingers to climb: Clinging (normal STR) (10 Active Points) 0 2) sharp nails: HKA ½d6 (4d6+1 w/STR) (10 Active Points)Notes: normal damage with balance 4d6-1 HKA spend 1 HAP to get 4d6+1 1 3) Spot welding repairs using Hellfire and a bit of pounding to repair metal: (Total: 10 Active Cost, 6 Real Cost) Healing BODY 1 point, Decreased Re-use Duration (1 Turn; +1 ½) (7 Active Points); Limited Power Power loses about half of its effectiveness (not on flesh and bones we are talking about welding and repairing metal; -1) (Real Cost: 3) plus PS: Sculpting 12- (Real Cost: 3) 1 Does Not Bleed, Inherent (+¼) (19 Active Points) 0 Power Defense (10 points) 0 Mental Defense (10 points total) 0 +5 REC +10 EGO +10 PRE (10 Active Points); Limited Power Power loses about half of its effectiveness (only for defense; -1) +10 PRE +10 BODY +1 SPD +5 PD +5 ED Power: magic skill 15- Concealment 12- Conversation 13- Deduction 12- Electronics 12- Defense Maneuver I-IV High Society 13- Interrogation 13- Navigation 12- Paramedics 12- Persuasion 13- PS: Modeling 15- Shadowing 12- KS: World history 13- +2 with all Non-Combat Skills Magics to alter self: Multipower, 25-point reserve, (25 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 1) Shape Shift (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Costs END Only To Change Shape (+¼) (25 Active Points) 2 2) EMP field: RKA ½d6, Area Of Effect (4m Radius; +¼), Costs Endurance Only To Activate (+¼), Penetrating (+½), Constant (+½) (25 Active Points); Limited Power Power loses about a third of its effectiveness (only vs electronics; -½) 2 3) Bright Sunlight(gate to sun: Change Environment (-2 to Normal Sight PER Rolls, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (8m Radius; +½) (24 Active Points) 2 4) Gate to sunlight cone: Change Environment (-3 to Normal Sight PER Rolls, Varying Combat Effects), Area Of Effect (16m Cone; +½) (24 Active Points); No Range (-½) 2 5) Intense Magnetic Field: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (8m Radius; +½) (24 Active Points); No Range (-½) 2 6) Cold Iron: Change Environment (-1 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (8m Radius; +½) (24 Active Points); No Range (-½) 2 7) Cold Iron Hands: Change Environment (-3 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects) (24 Active Points) 2 😎 Gates to hell fire: Killing Attack - Ranged 1 point, Area Of Effect (2m Surface; +¼), Personal Immunity (+¼), Persistent (+¼), Inherent (+¼), Constant (+½), Reduced Endurance (0 END; +½), Penetrating (x4; +2) (25 Active Points) 0 9) Choke hold: Change Environment (Suffocation), Reduced Endurance (½ END; +¼) (25 Active Points); No Range (-½) 1 10) bellybutton storage(extra dimensional storage 😞 (Total: 24 Active Cost, 12 Real Cost) Custom Power (20 Active Points) (Real Cost: 20) plus Stretching 3m, Reduced Endurance (0 END; +½) (4 Active Points); Limited Power Power loses almost all of its effectiveness (only works inside extra dimensional space; -2), no Noncombat Stretching (-¼), No Velocity Damage (-¼) (Real Cost: 1) 2 Magics to alter self: Multipower, 45-point reserve, (45 Active Points); all slots Concentration (0 DCV; -½), Extra Time (Full Phase, Only to Activate, -¼) 1) Improved Illusions: Shape Shift (Sight, Hearing and Smell/Taste Groups, limited group of shapes), Imitation, Makeover, Costs END Only To Change Shape (+¼) (44 Active Points) 3 2) EMP field: RKA 1d6, Costs Endurance Only To Activate (+¼), Penetrating (+½), Constant (+½), Area Of Effect (16m Radius; +¾) (45 Active Points); Limited Power Power loses about a third of its effectiveness (only vs electronics; -½) 4 3) Bright Sunlight(gate to sun: Change Environment (-2 to Normal Sight PER Rolls, -2 Characteristic Roll and all Skill Rolls based on Characteristic, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (16m Radius; +¾) (44 Active Points) 4 4) Gate to sunlight (finger cone flashlight: Change Environment (-3 to Normal Sight PER Rolls, -3 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (16m Cone; +½) (45 Active Points); No Range (-½) 4 5) Intense Magnetic Field: Change Environment (-3 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (16m Radius; +¾) (42 Active Points); No Range (-½) 4 6) Cold Iron: Change Environment (-4 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Varying Combat Effects), Area Of Effect (8m Radius; +½) (42 Active Points); No Range (-½) 4 7) Cold Iron Hands: Change Environment (-3 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting 1 Turn, Suffocation, Varying Combat Effects) (44 Active Points) 4 😎 Gates to hell fire: Killing Attack - Ranged 1d6, Area Of Effect (2m Surface; +¼), Costs Endurance Only To Activate (+¼), Constant (+½), Penetrating (x2; +1) (45 Active Points) 4 9) Ringing their bell: Change Environment (-5 to Characteristic Roll or Skill Roll, Stunning) (45 Active Points) 4 10) unbreakable grip: (Total: 45 Active Cost, 20 Real Cost) Change Environment (Long-Lasting 1 Turn, Suffocation), Reduced Endurance (½ END; +¼) (27 Active Points); No Range (-½) (Real Cost: 12) plus +18 STR (18 Active Points); Limited Power Power loses about a third of its effectiveness (only to hold grabbed targets; -½) (Real Cost: 12) 3 11) extra dimensional storage (2m x 2m x 2m area): Custom Power, Costs Endurance Only To Activate (+¼) (44 Active Points) 3 Background/History: Anastasia was the not so bright apprentice to a great and evil mage The mage needed a soul he could control to power his iron golem to protect his estate from fairies and other threats During this time the mage added many spells to aid his creation to look normal ,as the times warranted it he needed to disguise her later she became his lover and assassin posing as his apprentice with a wandering eye later the mage died in a lab accident(not her fault) and Anastasia was left without being controlled She is looking to right the wrongs she did while controlled in her past Personality/Motivation: Anastasia was a assassin for over a thousand years and is now trying to atone for that Quote: really, I just got these cleaned I was scupted by the greatest artists of the time over a thousand years ago now look at what you made me do Powers/Tactics: Brick that can hide an infiltrate can inflivict some rare susceptibilities/vulerabilities Campaign Use: Brick that can hide an infiltrate Appearance: most likely the hottest woman in the room
  17. Beast

    Nemesis

    In Ralph's game she is maxed out
  18. Beast

    Nemesis

    I see Dr Mid-nite as a counter balance to leads skin tight costume
  19. Beast

    Nemesis

    was not in the budget at 400pts CV is on the high end already for here current game skills from the past will be bought as needed to round her out
  20. Beast

    Nemesis

    I went with the cheesecake as in her past life her beauty helped, in giving her an advantage on her various missions her secondary role is as an infiltraitor
  21. Beast

    Nemesis

    she is a PC 2 very different peronalities(wants to be a good person, regards life as sacred) I did up an evil version for a game on RPOL where she is more sadistic (the players are minions of an evil mastermind )hopefully the game will start soon she was made on the campaign world when magic was high in the past(she is over a 1000 yrs old, but I do have plans for her to have access to a small pocket dimension to store stuff and maybe teleport) I plan on giving her Universal Translator where she remembers languages from the past and can figure out new ones(It was not in the budget to start with more than 1) I'm playing her in an online game right now Thank you
  22. Beast

    Nemesis

    so what did you think of the character?
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