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Christougher

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Posts posted by Christougher

  1. ZUfY3qH.png

     

    Mattea Leoni

     

    Mattea Leoni is the secret identity of the Daemon of Steel City. She is the estranged youngest daughter of Don Alphonso 'Big Al' Leoni the former crime boss of the Leoni Crime Family. Her brother Cesar Leoni has since taken over for their father after his conviction for attempted murder against Power. She wanted to attend the party at Heritage Hotel in the 'Case of the of the Pampered Princess' but her brother forbade her from going. Since then Mattea moved out of the Leoni Estate to further her vigilantism. 

     

    Have you already done her costumed identity?

     

    Having tried to mess around with Fabrica, I'm once again in awe of how *easy* you make doing these look.  Excellent work.

  2. Environmental Specialist?  Speedster?  Communications/Operations/Computer specialist?

     

    I had similar concerns when I was tinkering with a Team Knight Rider idea.  Each vehicle had a similar central build, with different purposes and special abilities.  Tank, shapeshift, invisibility, speedster, force field, etc..

     

    Chris.

  3. Planning to run a convention game in October (LoneStarGameExpo.com).   I'm planning to streamline the provided character sheets to make things easy for new players.  Captain America was used to provide an well known example with medium complexity.  Any critiques or clarity issues between the following two character sheets? 

     

    Captain America
    10 STR 20
    30 DEX 20  13-  OCV 8 + 11 - 3d6  DCV 8
    20 CON 20       +1 Overall
    10 BOD 15       +2 with MA, +1 with Shield
     3 INT 13  12-
    16 EGO 18  13-  ECV 6
    10 PRE 20  13-
     1 COM 12
     
     4 PD   8       16/8r
     4 ED   8       16/8r
     2 AD   6
     2 MD   6
    10 SPD  4         3  6  9    12
       REC  8
       END 40
       STN 35
     
    16/24 Armored Uniform +8 PDr/+8 EDr OIF(-1/2)
     6 Running +3m(9m w/Running)
     2 Leaping +2m(6m w/Leaping)
     
    27/40 Shield MP OIF(-1/2)
     1/ 2 +3 Levels with DCV
     1/ 2 Hand Attack +4d6(8d6 w/STR)
     3/ 4 Missile Deflect +3 OCV Adjacent(+1/2)
     3/ 4 Missile Deflect +Reflect Any
     3/ 4 Energy Blast 8d6
     3/ 4 Armor +13 PDr/+13 EDr
     
    Martial Arts
     5 Defensive Strike +1/+3
     4 Fast Strike +2/0 +2d6
     4 Martial Block +2/+2
     4 Martial Disarm -1/-1
     3 Martial Throw 0/+1
     8 +2 Martial DCs
     1 Use MA with Shield
     
    31 Skills (Unspecified)
    10 +1 Overall Level
     6 +1 Level with Shield MP
     4 +2 Levels with Shield Energy Blast
     8 +2 Levels with Martial Arts
     
     
    Captain America
    STR 20  13-  4d6 Damage
    DEX 20  13-
    CON 20  13-
    INT 13  12-  PER 12-
    EGO 18  13-
    PRE 20  13-
     
    SPD  4        3  6  9    12
    Run  9m
    Leap 6m
    Swim 4m
     
    OCV  18-
    DCV  7
    MCV  7
    ECV  7
     
    PD   16/8r
    ED   16/8r
    AD   6
    MD   6
     
    END 40
    STN 35
    REC  8
    BOD 15
     
    +1 to any CV or any Skill Roll
     
    Shield Multipower (Pick One)
      Shield Throw: OCV 21-, 8d6 Damage (-1 OCV to Bounce or Return, max 3)
      Shield Smash: OCV 19-, 8d6 Damage (can add to Martial Arts)
      Carried: +4 DCV (can still attack)
      Braced: +1 DCV, +13 PDr/+13 EDr (for unavoidable attacks)
      Deflecting: OCV 22- (block bullets and lasers)
      Reflecting: OCV 19- (re-aim incoming attack at OCV 18-)
     
    Martial Arts Multipower (Pick One)  (shield smash adds 4d6 damage)
      Punch: OCV 21-, DCV 10, 6d6 damage
      Kick: OCV 20-, DCV 9, 8d6 damage
      Block: OCV 20-, DCV 11
      Dodge: No OCV, DCV 10
      Trip: OCV 18-, DCV 10, 6d6 Damage (+Velocity)
     
    Skills
      (Not listed yet)
     
    Complications
      Uniform is armored and obvious, can be removed with difficulty.
      Unbreakable shield can be blocked or taken away.
     
  4. Well that was easy. So I guess I'm switching...For those interested in the older images you can still see them on my photbucket account. I just can't share them on the forum. :(

     

    Bummer that they did that.  Have you tried DeviantArt?  I haven't, so I know nothing about their policies.  Just have seen lots of pics there. 

     

    Chris.

  5. Shockfist_zps1atuw22e.png

     

    Shockfist

     

    Crime in Steel City doesn't stand a chance now the Shockfist has come to town.

     

    To make an interesting twist on this guy - the bare arm is the indestructable, superstrong, electrically charged one - he has to armor the rest of himself to keep up with it.

     

    Chris.

  6. I'm trying to find the right build Advantages for a a tornado like effect.  It has three powers: Energy Blast, Telekinesis and Change Environment.  Area of Effect is added to the first two, and Constant to the first, so all powers have identical effects: AOE Constant.

     

    The power(s) are intended to turn on and stay on, centered on her, and moving with her until she decides to turn them off.  Do they need to be Uncontrolled?  Is it just a Multiple Power Attack ?  Is there some other mechanic or method to do this I'm not thinking of?

     

    Chris.

     

    PS: This isn't about making it an Elemental Control or Unified Power, that's handled.

  7. The MP would be a much cleaner way to do the Variable Advantage, IMO.  Easier to present the new player what the differences are and why/when to use one over the other.  Cutting Beam, Wide Beam, Low Power Beam, Vari-Beam, Sniper Beam...

     

    Chris.

  8. An idea I've toyed with in terms of 'dynamic', was to add a minor penalty for repeating the same action in a following phase.  It was born out of LARP fighting (Amtgard specifically), where if I survived you making the same attack twice in a row, I saw an opening, and the next time, I used it against you.

     

    In theory, maybe it's just results in describing your strikes as punch, elbow, knee, but maybe it also leads to punch, double-fisted overhand smash Haymaker, Grab and slam into the nearest wall or object.

     

    Chris.

  9. Our group accidentally wound up in that for a game - literal Fantasy Champions.  The GM had a similar idea while running Champions...  The San Francisco Sentinels were squaring off against Naga, a magical villain attempting to open a portal.  At the same time, one of our tech-based enemies activated an alien artifact.  And somebody rolled an 18.

     

    GM:  Right...  Okay, for next week's session, come back with 150 point Fantasy Hero versions of your characters, as we travel to Saint Francis on the Bay.

     

    Frostbite the Ice Blaster became the wizard, Moondrake our martial artist walked through almost unchanged, becoming the party Fighter.  As to my character Black Widow, he said, "We have the mage, the fighter, I guess that makes you the thief."

     

    The session turned out to be a blast.  As a one-shot where we confronted the Storm King to break his power (and return us to normal) we didn't face the same challenges that a full campaign would.  But it is certainly doable.

     

    Chris.

  10. I'd say IIF as well; the nature of its powers cannot be determined until it's used.  The belt cannot also be easily taken away, especially if its power is in use.  An thirdly, GMs are likely to argue taking a lesser limitation and paying more for it.

     

    Chris.

  11. Echoing the above, 4E and 5E are 95+% the same.  6E drops to about 90%.  If you're familiar with one, you're familiar with the others.  Biggest changes are mostly in point costs for powers; once you're playing it doesn't make much difference.

  12. From memory (trust that as you will), the dogifghting rules in APG 1 are the same as from 4E/5E.  A lot of the APG stuff is previously written items that didn't make it into the main rulebook.

     

    I've been working bit by bit on my Masters of Orion space campaign.  One of its planned features was to separate a lot of the combat mechanics, to spread it across /players/ so that everyone had something to do in ship to ship combat.

     

    Pilot: Moves the ship.

    Tactical: Assigns ship-based levels.

    Sensors: PER rolls to lock on enemies.

    Missiles: Makes Attack Rolls.

    Gunner: Makes Attack Rolls

    Weapons: Makes Damage Rolls.

    Countermeasures: ECM, Point Defense.

    Engineering: END management, Pushing.

    Shields: Shield/Armor damage.

    Damage Control: Repairs

     

    Chris.

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