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Foxiekins

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Everything posted by Foxiekins

  1. Well, he isn't exactly my character... He's a historical NPC for a potential Time Travel arc...
  2. Analyze (Military Combat) seems to Intellectual for him... Not gonna give him Autofire Skills... This was World War 2... The M1 Garand was a Semi-Auto Weapon, and all the other Nations had bolt-action Rifles... Defense Maneuver is so involved it seems like something to add later, maybe... I don't see him being in many Western Shootouts, so I'll pass on Fast Draw... I don't see him as the gun in each hand type, so nixing Rapid Attack and Two-Weapon Fighting, but I'm surprised Stealth wasn't on this list... HTH Martials Arts is something for Later, also... Adding Stealth in, that gives me a dozen skills... Acrobatics, Breakfall, Climbing, Combat Driving, Demolitions, Navigation, PS: Soldier, Stealth, Survival, Tactics, Teamwork, and Tracking... His remaining points can get 6 of them... Acrobatics and Demolitions may be add later skills, but do 6 of these stand out as important enough for his first Skills, or would it be better to take a few more...? I could always put his STR and CON at 50, and bring them to 60 with experience...
  3. Yes... Looking at his movement, I decided I overdid it... Him running at 45 MPH is just as funny as 60 MPH... So I dialed his running back to 24m, still with 1/2 END, and his leaping and swimming both back to 12m... Adding Distance Shot and Far Shot, and 4 Penalty Skill Levels versus Range Mod with those and the Throw Maneuver gives him a 17 or less shot with anything on the Qualification Course, given the Garand's +1 OCV Mod and that the stationary targets used pretty much have a Zero DCV... Adding Combat Luck like steriaca suggested brings him to 382 points... Those remaining 18 points should probably go into what skills he needs...
  4. I want to be careful what I give him, though, as part of his concept is that no one had any idea he was Superhuman until it came out in boot camp... Including himself... Bouncing Bullets would only have gone unnoticed if he had never been shot... Since that would also include any of the tiny little injuries people accumulate growing up, I'm assuming no resistant defenses until he picks up a bit of armor...
  5. He does have a PD and ED of 12... I'll have to think about Resistant Defenses...
  6. I was not aware of these... This is brilliant... Thank you both...
  7. The idea is that the DI gets busted over the "pick up that tank" episode, thus giving him an enemy, and launching his career... The way I visualize the scene is that the DI gets frustrated, yells his order to pick up the tank, a General is near enough to overhear and gets in the DI's face... Meanwhile, Private Perfection picks up the tank, and turns with it for more orders, the DI's jaw drops, the General notices the DI's expression, turns, and then his jaw drops as well... Private Perfection, meanwhile, is waiting for orders while supporting the tank overhead... Straightarming it high, likely, since the tank is under 50% of his max lifting of 100 tons... That's only -2m to movement, and 1 END per turn if he carried it for a while...
  8. I want a character to be able to do this, in addition to Set and Brace.... Most times, he'll just use Set and Brace, but if he REALLY wants to make the distance shot, he aims for a full phase to activate the levels, and uses them with Set and Brace on his next phase...
  9. I'm confused by the extra time to activate and use phrasing of the limitation... It's obvious when applied to something like a Blast, but what about an ability that affects other abilities...? I'd like to make a character with Penalty Skill Levels versus the Range Modifier, but to use them you have to take a full phase to aim, and then can make the ranged attack on your next phase... Given you would have to do the full phase of aiming before every ranged attack, is this the -1/2 or the -3/4 version of the Limitation...?
  10. True... If he runs and uses his full STR, a Speed of 5 means he goes through 20 END a turn... Putting his REC at 20 lets him cover that with his post segment 12 recovery... So, DEX 20, INT 20, PRE 20, OCV 7, DCV 7, OMCV 3 (he has no mental powers, but why sell it back?), DMCV 7, PD 12, ED 12, REC 20, and BODY 20... He's at 368 points... Now I need to think about his skills...
  11. So far I have STR 60 (with 1/2 END), CON 60, EGO 30, SPD 5, END 60, STUN 60, Running 30m (with 1/2 END), Leaping 15m, and Swimming 15m... And 2 points of Life Support... This is from suggestions so far, and the Characteristics Comparison Table (page 48 of 6th Edition, Volume 1)... Thanks to steriaca for EGO Value, and the half endurance suggestion for running... I didn't add it for leaping or swimming because 15m only has an Endurance cost of 1 anyway... On the Life Support, having a week require only 8 hours of sleep, and 1 meal, sounds about right... Sleeping every night and eating every day would probably give him the feeling of being pampered... Hermit, I don't think 2d6 Luck seems right... He's just good, not lucky... If he had the Luck, he would have been assigned a different Drill Instructor, I think... So far, he's at 270 points...
  12. I had an idea spring into my brain... Just imagine a Drill Instructor during World War 2, that liked to push boots to their breaking points... And then, along came a boot that seemed to have no limits... No matter what the DI asked him to do, he did it, without fuss and with aplomb to spare... What would a character need to make it through boot camp with a perfect score in everything...? His Strength is already set at 60, with 1/2 End cost, because of the incident with the Tank... The Drill Instructor, growing more frustrated with his failed attempts to break him, ordered the character to pick up a tank... And he promptly did... Which attracted attention in a BIG way...
  13. My wife states that Comedy is properly when the exact same something bad happens to someone else...
  14. Why would this upset anyone other than your own people...?
  15. Not to mention that kidnapping yourself is extremely problematic...
  16. But the text goes on to specify that a Proficiency functions just like Familiarity, other than the target of the roll...
  17. Page 56 of 6th Edition, Volume 1, states that Skill Levels may not be applied to the 8- chance resulting from a Familiarity. But it doesn't explicitly state that this restriction applies to a 10- Proficiency. In another thread, someone suggested them as a less expensive version that a series of overall skill levels could benefit. Is this allowed, or does the restriction apply to Proficiency as well...?
  18. A man isn't complete with his vehicle and base... Maximus_Chopper.RTF Maximus_Freehold.HTML
  19. The RTF option works well for vehicles, but the one for bases gives an unreadable output.
  20. My version still prints characters to PDF, but is unable to print to PDF for Bases and Vehicles...
  21. Thanks for everyone's assistance, this is the result... Maximus.pdf
  22. Ah, so the best you can do is 2 points each for most skills, based on an enhancer... I should probably take the 40 points for the skill levels, and buy every enhancer in the game with them. That'll give 25 more points to get skills, at 2 or 3 a pop... That'll give around 20 skills, or a bit less... So, about the same number of skills, and a legal build... Thanks for pointing it out...
  23. His night job is being a dispatcher for the police department. His day job is committing acts of brutality against the criminal populace...
  24. I'm working on an NPC that has little to virtually no need for sleep, and thus has a LOT of time on his hands... My intent is to build this with a set of 1 point familiarities at 8 or less, along with 4 skill levels that apply to all non-combat skills... This gives him a 12 or less roll with anything he puts 1 point into... With his point build, he has 18 points to use this way... So, which 18 non-combat skills would you pick, to give the impression he knows everything...?
  25. Let me point out that if the power is from nuclear fission, you're using the power of ancient supernovae to bake those cookies...
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