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Foxiekins

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Posts posted by Foxiekins

  1. 45 minutes ago, steriaca said:

    Thar is entirely up to you. I didn't expect you to actually pick all the skills I list. Many would be picked up later, others wouldn't be picked up at all depending on the time period. 

     

    You know your character more than us after all.

    Well, he isn't exactly my character...  He's a historical NPC for a potential Time Travel arc...

  2. On 8/18/2022 at 8:40 PM, steriaca said:

    Skills? Let's look at my copy of Champions Complete and...HERO System Martial Arts. 

     

    Acrobatics

    Analyze (Military Combat)

    Autofire Skills

    Breakfall

    Climbing 

    Combat Driving (if he can drive)

    Defense Maneuver 

    Demolition 

    Fast Draw

    Navigation 

    PS: Solder

    Rapid Attack

    Survival

    Tactics 

    Teamwork 

    Tracking 

    Two-Weapon Fighting 

     

    It's along list, but I don't see him actually starting with ALL of them. Or all of them with a decent roll anyways. And no real help from the DI, cause he only trains soldiers after he breaks them.

     

    As for the martial arts, I say either the bair bones of Commando Training (page 26 HSMA), or the basics of Marine Corps Martial Arts Program (page 54 HSMA), or if you don't want all that detail Cinematic Brawling (pages 27-28 HSMA), or even Generic Martial Arts (page 32 HSMA). Keep in mind he is learning in SPITE of the DI.

     

     

     

    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. 1 hour ago, sturmrider said:

    How about some Combat Skill Levels both for the martial arts and any weapon he is going to be using.

     

    1 hour ago, steriaca said:

    I can see it. He is going to get them eventually. 

    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. 5 hours ago, steriaca said:

    Who needs skills when you can do that!

     

    Then again, he might simply be a glorified forklift unless he has a way to protect himself from damage. 

    He does have a PD and ED of 12...  I'll have to think about Resistant Defenses...

  6. 12 hours ago, unclevlad said:

    Yeah, there are some maneuvers for that.  Generally, applying limitations to skill levels is legal, but narrow.  Laser sight on a gun can be +OCV or a PSL for range mods...or even both...and have a Focus limitation.  It's discouraged for most things.  

     

    As LoneWolf said...there's Set and Braced as standard maneuvers anyone can do.  6E2, page 56.  There are also ranged martial maneuvers...but I believe those are only in Hero System Martial Arts.  They're included in Hero Designer, tho.  They're quite nice.  

     

     

     

    1 hour ago, LoneWolf said:

    As uncleavlad suggested the ranged marital arts may be a better solution instead of raw skill levels.  Not only can they adjust the OCV, DCV RNG Modifier and damage, but they can also allow you to do things like disarms and trips.  Distance Shot gives you +0 OCV, -2 DCV, +6 Rng that takes an extra segment for 5 points.  Throw in a ranged disarm for 4 points and Quick shot for another 4 points and you have the basis for decent ranged combatant.  Add a few normal skill levels and you should be fairly well set. 

     

    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. 7 hours ago, LoneWolf said:

    Sound what you want would be an extra phase.  That would mean you take a full phase and on your next phase you get the benefit of the skill levels.  

     

    You could also do it as an extra segment for a -1/2.  That would mean you would be able to attack at the end on the next segment.  So, if you acted in 3 you could attack at the end of 4 after everyone had gone. Since the skill levels are not an attack you can do “other things” while it activates.  In this case you delay your attack until the skill levels activate and take the attack at that point.    

     

    You may not even need to purchase anything.  A character can already combine the maneuvers Set and Brace for a +1 OCV and +2 OCV to offset ranged modifiers without spending any points.  This takes a full phase and put the character at ½ DCV.  
     

    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. 3 hours ago, Christopher R Taylor said:

    Need a big recovery to refuel that huge END tank, as well.

    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. On 4/25/2003 at 8:29 PM, Vondy said:

    We had an extremely gritty dark champions game going with a bunch of casual killer vigilante types (the campaign could have been named "body count"). One week when the gamemaster was sick one of the players stepped up. He thought it would be cute if he whipped CLOWN out on us.

     

    This was a group of players who just didn't find CLOWN funny or amusing (and this was a known fact) and the GM of the week was doing to annoy on purpose. CLOWN got wasted in an extremely succinct and bloodthirsty way. The leader of the group (Pinstripe), who'd pumped Merry Andrew full of lead from his .50 caliber hand-cannon walked up, gave him a coup de grace and said:

     

    "Now thats comedy".

     

    Everyone except the GM thought it was hilarious.

     

    Literary Note:

     

    Tragedy is when something bad happens to you

    Comedy is when something bad happens to someone else

    My wife states that Comedy is properly when the exact same something bad happens to someone else...

  14. On 7/30/2022 at 8:23 AM, BoloOfEarth said:

    For skills with Skill Enhancers, I don't think you need to spend 2 points on each of them.  One point on a skill with an appropriate Skill Enhancer would give you an 11- roll in that skill, and that's no longer a Familiarity.  So you could have a base 11- in each skill, and then apply the Skill Levels in all Non-Combat Skills to increase the roll.

     

    Also, FYI, according to 6E1:56, you can buy a Proficiency in a Characteristic-based Skill, giving a 10-, to which you can then apply Skill Levels.  So that may be something you can use for skills that don't apply to Skill Enhancers.

    But the text goes on to specify that a Proficiency functions just like Familiarity, other than the target of the roll...

  15. 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...?

  16. 1 hour ago, LoneWolf said:

    I believe the rule about skill levels not working with familiarity started in 4th edition.  I cannot verify that as my 4th edition rule book is packed away.  I looked in the 5th edition rule book and it is there.

     

    Each type of background skill has its own skill enhancer and need to be bought separately.  Jack of all trades reduces professional skills, Scientist reduces science skills, Linguist reduces languages, Scholars reduce most knowledge skills Traveler reduces area and cultural knowledge skills, and well connected reduces contacts and favors.  So, to reduces both KS and PS you would need to pick up jack of all trades and scholar.

     

    When building this type of character, you want to keep your skills fairly broad.  The broader the skill the more likely it will be complementary.  KS of police dispatcher codes is not going to help you with much else.  The Idea is that the more separate categories something falls into the more complementary skills you can roll. 

     

    Something like this would give you a decent number of complementary skills.

     

    KS: Law

    KS: Criminals

    KS: Paranormals

    KS: Paranormal organizations

    KS Military and Law Enforcement

    KS Police Procedure

     

    For example, when rolling a deduction roll vs, the leader of the local viper nest might get KS Criminal, KS Paranormals and KS Paranormal Organizations as complementary skills. 

     

    Don't forget that every character gets a 11 or less professional skill for free as an everyman skill.

    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...

  17. 50 minutes ago, steriaca said:

    Depends on his profession, assuming he is not a professional student. 

     

    He should have a hobby or two (an excuse for him to have either/and a KS and a PS of the same thing).

     

    Since he doesn't sleep, he probably has a "day" job for 8 hours, and a "night" job for 8 hours. An excuse for two more PS right there. 

     

    Since he doesn't sleep, that gives him lots of time to explore the city, and an excuse for a CK (City Knowledge) of "campaign city".

     

    Since he is exploring the city at night, he should have Streetwise, along with KS: Gangs Of The City.

     

    That is 8 right there.

    His night job is being a dispatcher for the police department.  His day job is committing acts of brutality against the criminal populace...

  18. 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...?

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