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t-bear

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Everything posted by t-bear

  1. You may also want to check out the star hero book line. It's got some advanced computer stuff, cyber punk, etc. Also the UNTIL powers has a section on cyberkenesis (sp?) http://www.herogames.com/Products/starhero.htm
  2. I'll post the character, but keep a few things in mind =) Firstly, the Gm approved him with the comment "the only reason this character doesn't make me cry is the fact that he'll stun himself unconcious in like 2 turns". Also there are a few mistakes I'm sure you'll find in the way he was built, things I haven't corrected since I've learned the game better because the GM did approve this and..yeah. In combat the character's main job is to act as an AA gun. He can attack via a stretching power any energy blast based flyer with a strong, often surprised in combat, indirect attack that's based on physical defense. I swat the down like flies =) So..uh...be kind =) Name: Dervish Alternate IDs: Jase Richards Val Char Roll Notes 13 STR 12- HTH Dmg 2 1/2d6 END [1] 20 DEX 13- OCV 7 DCV 7 13 CON 12- 12 BODY 11- 13 INT 12- PER Roll 12- 13 EGO 12- ECV: 4 10 PRE 11- PRE Attack: 2d6 10 COM 11- 3/18 PD 3/18 ED 4 SPD 8 REC Run: 6" 46 END Swim: 2" 26 STUN Leap: 2 1/2" Disadvantages Pts Hunted: Fat Blunts Brothers 8- (Mo Pow, Harshly Punish) 15 Psych. Lim.: Clausterphobic (Uncommon, Total) 15 DNPC: Parents 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x2 DNPCs) 20 Psychological Limitation: Kleptomania (Common, Strong) 15 Secret Identity: (Frequently, Major) 15 Normal Characteristic Maxima 20 XP 25 Base: 150 Disads: 100 XP Spent 20 Total: 270 76 : Characteristics Cost 135 + Powers Cost 59 + Martial Arts/Skills/Perks/ Talents Cost 270 = Total Cost Pts. Power/Skill/Perk/Talent Powers 20 Teleportation Gates: Elemental Control, 60-point powers, (30 Active Points); all slots Gestures (Requires both hands; -1/2) 21 1) Personal Teleport: Teleportation 17", No Relative Velocity, Position Shift, Safe Blind Teleport (+1/4) (61 Active Points); Gestures (Requires both hands; -1/2) End Cost 6 22 2) Teleportation Attack: Teleportation 4", No Relative Velocity, Position Shift, Safe Blind Teleport (+1/4), Ranged (+1/2), UAA (+1) (63 Active Points); Gestures (Requires both hands; -1/2) End Cost 6 20 3) Stretching: Stretching 8", Does Not Cross Intervening Space (+1/4) (50 Active Points); Gestures (Requires both hands; -1/2), Hands Only (-1/4), No Velocity Damage (-1/4) End Cost 5 Hand-To-Hand Attack: +10d6, (50 Active Points); HTH Attack (-1/2), Linked (-1/2) End Cost 5 20 4) Force Field: FF (15 PD/15 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Gestures (Requires both hands; -1/2) 20 5) Missile Deflection: Missile Deflection (Any Ranged Attack), Missile Reflection, Full Range (+1) (60 Active Points); Gestures (Requires both hands; -1/2) End Cost 6 8 6) Pocket Dimension: XDM (Single Dimension), x2 Increased Weight, Requires An Extra Dimensional Navigation Roll (No Active Point penalty to Skill Roll +0), Costs END Only To Activate (+1/4) (31 Active Points); Increased Endurance Cost (x5 END; -2), Gestures (Requires both hands; -1/2) End Cost 10 4 Team Communicator: Mind Link , Unknown Heroes class of minds, Specific Group of Minds, Custom Adder, Life Support: Radiation (5 Active Points); IIF (-1/4) Martial Arts 5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 2 1/2d6 Strike 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4 1/2d6 Strike 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Skills 3 Sleight Of Hand 13- 3 Stealth 13- 3 Streetwise 11- 3 Acrobatics 13- 3 Breakfall 13- 2 AK: Dayton Ohio 11- 10 +2 with DCV 10 +2 with HTH Combat 2 +1 with single Characteristic Roll 3 Teamwork 13- 4 Navigation (Dimensional) 13-
  3. Takes 3 recoveries, character's a speed 4, so about 6 seconds, and then however long it takes to redo the VPP, and then I gate back..but of course then I need to take recoveries when I get back. Not exactly something I'm gonna want to do in combat unless it's necessary. And I had thought to make the RSR with some limtations. Maybe I can only try once a day or something, so if I can't find it on the list, I give up for the rest of the day.
  4. I didn't think the skill roll would be much, if any of a limitation..just looking at it, thinking about it. As far as the pocket dimension, yeah I can rest up all I want...actually, I have to. If I don't, I can't come back, not enough end =)
  5. The character isn't just a member of end users anonomoys, he's the president =) ALl of his powers cost lots of end, and he has very little of it to pull from. A 1 way trip to his pocket dimension can be performed at any time with a Dimensional Navigation skill roll, but eats up 75% of his end. So, it depends on how you want to define "easy" when talking about getting to the pocket dimension =) In order to get back, he has to take a recovery in the dimension.
  6. Well, for #1 I figured I'd use the "Under Certain Conditions Only" disadvantage, the condition being that the character must be in his pocket dimension.
  7. "unless you wanted it to apply to changing the Pool Powers out of combat. Is that what you were asking about, t-bear?" Yes! What it is, I have a kleptomaniac teleporting dimensional gateway traveling character =) He has a personal/pocket dimension where he keeps all his....items. I'm building a VPP and what I want is 2 restrictions 1.) must be reconfigured in the pocket dimension 2.) must roll a knowledge skill (inventory) to put a power in Essentially to get an item and use it in the VPP he has to *go* to the pocket dimension, and then *find* the item on his inventory sheet.
  8. Got a question. Let's say I throw requires a skill roll on my entire VPP, all sub items included. So when I use an item in the VPP, I have to make that skill roll. But I can also put a required skill roll on *just* the VPP itself, not including the sub powers. In this case, do I just have to make the skill roll when reconfig'ing the VPP?
  9. "Hmmm, if you're just going to store stuff that you can pick up, how about buying the Transdimensional advantage for your gate-based "Stretching." That way you could reach into the next dimension over to drop things or pick things up." Hrm. Definatly not what I had invisioned..but it would definatly get the job done for what I wanted. Good idea. I'm drawing up a couple of different plans for the ability for my GM to go over...I'll definatly draw that one up as one, thanks.
  10. Hrmm.. I guess it might be more accurate to think of it as a walk in closet dimension?
  11. Just to clairfy the character..he's not really a *thief*. He's a super hero, he's a good guy, and he doesn't steal from his team mates. At least, he tries very hard not to (hasn't yet). It helps that they all know he's a kleptomaniac due to a very embarresing incident in first day on the team (involving an alternate dimension, a very hot rock, and having all his clothes burnt off him). Mostly he steals pens, papers, recently he found himself inside City Hall with the entire city being brainwashed and kinda went a little crazy stealing papers, files, paper weights, photos of the mayor and his kids... And as for the stretching, he does have stretching. That's actually his main attack, he punches through the portals in a stretch that doesn't cross interviening space and his fist picks up kenetic energy as it travels through the dimensional portals.
  12. A second build: 13 Cost, 36 End. In the EC (so with 2h gestures) XDM (Single Dimension), X2 Increased Weight, AOE (One Hex), Continuous, UAA, Increased End Cost (X4 End), Activiation (13-), Concentration (0 DCV)
  13. I'm looking to get some people's different ideas on pocket dimensions. I've got a character who's a teleporting martial artist. He uses gateways for his teleports which allows him to teleport others through the gates, teleport himself, and "stretch" his hands with the assistance of small gates. The idea has always been that the gates allow him to pass through another dimension, his own personal alternate dimension of..well, nothing. Another thing about the character, he's a kleptomaniac. So he's always taking things, small tiny trinkets, files from the Mayor's personal filing cabinent, these things =) So what I'm building to submit for GM approval is a pocket dimension, some extra dimensional movement allowing him to access a place in this personal dimension where he can go into and place his stuff. The Gate TEleportation is bought a little different than the Book suggests. They're not AOE, and they don't have the limitation Gate. They are currently all in a 60 point EC with the Gestures 2handed limitation applied. I'd like to be able to *carry* stuff through, so if I buy it outisde of the EC I'll purchase it without gestures, but if I buy it inside the EC (which I'd prefer to do) I think I'll need to buy it with continuous, so I can open the gateway and then carry things through. I was wondering if people could post different ideas of how to build this? I'm trying to do it around 10-14 real cost points. I've been playing with a few ideas, but haven't settled on anything. One was X2 Increased Weight, INcreased Endurance Cost (x2 end), Activation (13- roll), Extra Time (Full PHase), UAA (to allow others to go through the gate), and Continuous, bought inside the EC so it has 2h gestures. That brings it to about 14 cost and 14 end. So long as the end comes out to less than 30, I'm happy. I'm already a member of end users anonomous, and I don't want to use this in combat anyway.
  14. Megascale is built into mindscan at the +1 1/4 level (size of a planet) and since that's all the mindscan we're going to want anyway (way more than, in fact) it works out okay. Let me know if you figure that out/remember/find it Socio =)
  15. I'm building an aid focus item (think cerebro) for my team's mentalist in our base. It's basically an aid station that would be "aid" for her Mind Scan so she can scan the city for trouble (or whatever). The Mindscan is currently bought up to 50 active points and residing in a multipower of 50 points. So, in order to add the aid points to the Mindscan, am I also going to need to buy an Aid for the multipower? Can I even do that? Ideas? Thanks..
  16. I'm working on a character who's "power" is actually the droids he builds. So, for instnace, in combat rather than shooting a gun, he'll have 5 or 6 little floating ball robots flying around shooting or some such. Anyone have any ideas on a good way to build this?
  17. My hero is teleportation based using gateways instead of simply "blinging". He can use these gateways to "stretch" without crossing the interviening space. In addition, he has stealth, slight of hand, and a fairly strong case of kleptomania. He joined the hero team he's on when all his friends at a party were killed by an evil martial artist from another dimension trying to get the attention of one of the members of the Hero team. Had that not happend, I think it's easy to figure out what path my character might have followed...stealing whatever pretty pretty objects he came across =) Heck, his first super hero costume was stolen =)
  18. Should be a simple question...but I can't seem to get a "yes" or "no" to it out of the book. When buying a multiform you, obviously, have to buy it for the "true self" character, but what about the other characters? I mean, obviously you have to have it somewhere to change back, but does it have to be the same, or can it be built however you like? For instance, Dr Jeckyl and Mr Hyde, he can take the potion whenever he likes to turn to Hyde, but to turn back it's a random Accidental change sort of thing, so both forms have Multipower at the same number of max CHaracter Points, but the effects on them are different. Right?
  19. Got another question for people here. A character of mine is a teleporting martial artist (think Nightcralwer, but with gateways for the teleportations). His teleport ability is designed around an Elemental Control of the teleportation gateways. He's going through a ...change, and I'd like to see (if I can even get GM approval for this) him be able to recharge his end a little whenever he himself passes through the "dimesional cosmos" that he passes through whenever he goes from one gateway to another. It's technically instantaneous, but the special effect is that there's this energetic cosmos that he travesl thorugh so he can puch thorugh a gateway picking up 10d6 of dmg in physical dmg on the way. So, what I thought was an Aid power linked to any power in the EC where I pass thorugh the gateway, that triggers off "I pass through the gateway" and aids my END pool back up to starting value. The thing is, to me, it would make the most sense to have that AID ability in the EC, however you can't, technically, link 1 power in an EC to another power in said EC, so I'd have to build it outside of the EC. Now, is there another way to do this, or is this the best way? Am I just being wonky in thinking that the aid should be (logically) in the EC?
  20. Got a question for everyone here. I'm in a campaign where one of the players is a Mentalist. She has an "invisibility power" which the special effect of is that she's mentally conviencing everyone around her that they simply "don't see her". This is fine and dandy, but wouldn't it make more sense to build it as a mental illusion? I mean, for instance, she's a 200 point Mentalist with a 50 AP limit, there's no way she'd be conviencing Professor X that he couldn't see her.....so if built like a Mental Image it would give those around her who have high ECVs the opportunity to *break out* of the "image". Thoughts?
  21. t-bear

    Scryed?

    Ohh...there's DVDs now? I watched them all in mpeg format. Yeah, they are mostly 1-trick ponies, but there is a bit of an evoltuion in their alters throughout the series to where they get a little more...versatility =)
  22. t-bear

    Scryed?

    Scryed's a great series =)
  23. I'm currently adapting WoT to the Hero system for a game with my friend and I. Mostly I'm doing it to learn the Hero system better. I'll post more info on what I come up with when I've got more done and such, but I was wondering if a more experienced hero system guru and WoT fan out there would be interested in posting their idea of a Trolloc build? With the idea in mind of PC's built in about 175 total points? Thanks =)
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