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Foxiekins

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Posts posted by Foxiekins

  1. 19 hours ago, Tjack said:

       Jed’s probably about a 20-23 due to his age.  Elly Mae was about the same plus the Martial Art “Rassling” (use Judo) Jethro ran about 25-28,  I remember scenes of him lifting the back end of the truck off the ground with only minor straining.  
      BTW the whole family has a number of levels with handguns & rifles.  Their shooting contests off the back of the “cement pond” set into the wooded area beyond were a plank set with half driven nails a half mile away.  Jed drove the nails in with a revolver!  Jethro once took out 2 phone wires coming from the top of the Drysdale’s mansion while standing on the street with what looked like a .22 rifle.

    Thanks for the estimate...  I was guessing Jed at 20 to 25, and Jethro at 25 to 30...  Remember the skeet shooting...  Elly Mae got a skeet with her slingshot...

  2. So far I've got:

    Inventor

    Mechanics

    Electronics

    SS: Physics

    SS: Dimensional Geometry

    SS: Biophysics

     

    There was also the time he was convinced he could talk to birds...  Quite a lot of money was wasted testing him, until it turned out that he'd accidentally drank a leftover psychoactive lab sample, thinking it was Mountain Dew...

  3. Okay...  Right now I'm using him without a finalized character sheet, but I'd like to set skills for him that make sense...  The Superhero branch of the Federal Government of the US is the Metanormal Examination and Training Authority...  They are secretly in possession of a power core removed from an Alien Spacecraft...  No one has ever been able to figure out how the core works, but it apparently holds an unknown quantity of a Matter/Antimatter flux, that somehow is prevented from annihilating itself...  Instead, the device is able to deliver phenomenal amounts of power on demand, apparently by pulling it from the flux...  META has been pulling several gigawatts from it for decades now, and they have no idea when it's going to be empty...  Given that it almost exploded once, after someone tampered with it, folks are rather keen to know...  Professor Mallory had the notion that a resonance in space-time could be set up, to try and measure how much flux the core still has inside it...  The problem is, when he did his experiment, with the PCs there, there was an accidental rupture of space-time, resulting in extradimensional visitors, who would like to go home...  The Professor has also done research into the power signatures associated with high energy powers, and anything else META has fiddled with the last 10 years or so, which could be a LOT of stuff, given they are fiddling like idiots with a bunch of alien technology...  So, given this, what skills should go onto his character sheet to finalize it...?  Dimensional Geometry...?  What else...?

  4. I have an NPC I'm creating, named Professor Michael Mallory...  I need to select his science skills...  The basics are obvious, but I need suggestions for his *weird* skills...  I. E. the ones he uses when fiddling around with super-gadgets and Deux Ex Machina devices...  Has anyone come up with a set of these they use frequently...?

  5. My wife came up with the idea of a character who can let other people perceive things through her senses...  This seems at first to be Clairsentience, usable by others, but the more I think about it, the more awkward it seems to try and build, given how the rules for perception points work...  Does anyone have any notions to other ways to build this ability...?  I've contemplated Mind Link and Telepathy, but they don't really seem up to the job...

  6. 2 hours ago, pinecone said:

    3 points...me and my buddies used to compete for the most useless "playable" char. I won out over the prev. champ Radio hearing man...lol Standard Super

    We're tied...  I have a character made super with 3 points of Longevity...  He was born in 1900, so he has more than 100 years of experience...

  7. 3 hours ago, dsatow said:

     

    Open endurance reserve.  There should be an edit link next to the Recovery value.  It will open a new window for recovery.  Click on Add Modifier.  This will put an advantage or limitation solely on the recovery.

     

    Note this still won't do what you want.  A better idea is probably create an end battery with no recovery and then a limited aid or healing to the end reserve based on body bounced by pd.

    Aid or Healing will only increase the max amount of END in the reserve, not add END to the reserve...  But thanks for pointing that out...  I can apply the Trigger Modifier to the Recovery now, and Limited by the amount of Body stopped by Defenses...  Awesome...

  8. It's essentially a Damage Shield on the head of the Hammer...  Extra ED damage added when he hits something with the hammer, or just upon contact...  Looking at it, I think the Trigger Advantage applied to the Recovery of an Endurance Reserve may be the way to go...

  9. I have an item I want to try and build in 6th Edition, but I'm at a loss how to do so with the new rules...

     

    It's a hammer, which is a Hand-To-Hand Attack through a Focus, obviously...  But the head of the hammer is also wreathed in flames if it's charged...  Basically, if something is struck by the hammer, any points of Body damage dealt that are reduced by the Target's PD, go to fuel the flames...  In earlier editions of the game, I used Absorption feeding an Endurance Reserve, but the Absorption Rules for 6th Edition don't support that...  I was thinking maybe an Endurance Reserve, with a Limitation on the Recovery, but Hero Designer doesn't seem to be allowing me to put a limitation only on the recovery...

  10. 22 hours ago, Lucius said:

     

    First of all, which edition are you using? The costs seem to me to be for 6th but the format seems to be for 5th.

     

    "20    BODY    10"

    Why?

     

    "Can Only Teleport To  A Spot Where He's Touching His Staff (-1),"

    In what way is he actually limited by this Limitation?

     

    "18    2)  Summon 35-point creatures, Reduced Endurance (1/2 END; +1/4), Slavishly Devoted (+1), Bo From Another Dimension (+1) (23 Active Points); Unified Power (-1/4)    1"

    I'm not sure I understand what you're trying to do here. If you have defined the staff as a Physical Manifestation, it appears whenever the associated Power is used. It doesn't NEED to be "Summoned."

     

    "10    5)  Stutter 'Port:  Running +8m (12m/20m total), x4 Noncombat (13 Active Points); Unified Power (-1/4)    1
    34    6)  Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Requires A Roll (14- roll; Must be made each Phase/use; -1/4), Linked (Stutter 'Port; -1/4), Unified Power (-1/4)"

    I just wanted to say this is some good creative thinking here. You do understand though that this means you can't attack while the Desolid power is in effect?

     

    "4    Atemi Strike    -1    +1    2d6 NND"

    In practice, in superheroic combat, I think you will find this maneuver to be wasted points. Even against street thugs it's usually not going to stun them.

     

    "1    WF:  Staffs"

    You don't need this for weapons you pay points for. This is only useful if you expect to pick up and use any staff lying around. And may not be necessary in a superheroic game even then.

     

    Lucius Alexander

     

    6th edition...  No Comeliness, distances in meters...  That may be the export template I had available for Hero Designer, though...

     

    I suppose it might make more sense to give him a lower BODY score, and moderate armor...  I started off putting all the first seven characteristics at the normal max of 20, and built from there...

     

    Well, assuming 1 meter hexes, a teleport of 5 meters would let him blink to any of 90 hexes on the grid.  Only about 23 of those are reachable for any specific position of the staff...  A limitation of -1 is half effectiveness...  Half of 90 is 45, but given that he can also move the staff around a bit before he blinks, it felt about right...  Also remember that if he still wants to attack, he can only do a half move, not a full move...

     

    Whoever put Summon into Hero Designer assumed it would always be creatures, but according to the rulebook, those are the advantages to use when letting the Summon be a specific object...  I may remove Physical Manifestation, though...  I mainly listed it at -0, because it is possible to target the staff and attempt to damage or destroy it...  It can't be taken away, though, or if it is, it's only temporary...

     

    Yes, but he's only desolid *while* he's moving via the Stutter 'Port...  It's mainly to reflect that he's really hard to target while he's covering ground in Non-Combat that way...

     

    I pictured him as a Bojutsu Master, and Atemi Strike is on the list of Maneuvers...  Part of the character concept...

     

    The Weapon Familiarity is so if something does happen to his staff, he can at least use any staff lying around to defend himself...  It's only 1 point, and I don't believe in giving my players any opportunity to accuse me of favoring NPCs...  I used to play under a GM that did *way* too much of that...

  11. There are no portals...  The staff just blinks out and back in, or he blinks out and back in...  It was a portal that caused the whole thing in the first place, though...  If you find a portal to another dimension, you should be really, really, really sure you want to step through it, before you do...

  12. This is what I have done, so far...

     

    Quarterstaff
    Val    Char    Cost    Roll    Notes
    20    STR    10    13-    Lift 400.0kg; 4d6 [2]
    20    DEX    20    13-    OCV:  7/DCV:  7
    20    CON    10    13-
    20    BODY    10    
    20    INT    10    13-    PER Roll 13-
    20    EGO    10    13-    ECV:  3 - 7
    20    PRE    10    13-    PRE Attack:  4d6


    10    PD    8    Total:  10 PD (0 rPD)
    10    ED    8    Total:  10 ED (0 rED)
    7    SPD    50    Phases:  2, 4, 6, 7, 9, 11, 12
    10    REC    6
    40    END    4
    40    STUN    10    Total Characteristic Cost:  219

    Movement:    Running:    12m/20m/48m/80m
        Leaping:    5m/10m
        Swimming:    5m/10m
        Teleportation:    5m/10m

    Cost    Powers    END
        Extradimensional Staff, all slots Physical Manifestation (+0); all slots Unified Power (-1/4)
    8    1)  Teleportation 5m, Position Shift, Safe Aquatic Teleport, Reduced Endurance (1/2 END; +1/4) (19 Active Points); Can Only Teleport To  A Spot Where He's Touching His Staff (-1), Unified Power (-1/4)    1
    18    2)  Summon 35-point creatures, Reduced Endurance (1/2 END; +1/4), Slavishly Devoted (+1), Bo From Another Dimension (+1) (23 Active Points); Unified Power (-1/4)    1
    23    3)  Bo From Another Dimension:  (Total: 35 Active Cost, 23 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/4), Unified Power (-1/4) (Real Cost: 20) plus Stretching 2m, Reduced Endurance (0 END; +1/2) (3 Active Points); Only To Cause Damage (-1/2), no Noncombat Stretching (-1/4), Unified Power (-1/4) (Real Cost: 1) plus +1 with any single attack; Unified Power (-1/4) (Real Cost: 2)
    26    4)  Spatial Awareness (Unusual Group) (32 Active Points); Unified Power (-1/4)
    10    5)  Stutter 'Port:  Running +8m (12m/20m total), x4 Noncombat (13 Active Points); Unified Power (-1/4)    1
    34    6)  Desolidification , Reduced Endurance (0 END; +1/2) (60 Active Points); Requires A Roll (14- roll; Must be made each Phase/use; -1/4), Linked (Stutter 'Port; -1/4), Unified Power (-1/4)
        Martial Arts: Bojutsu
        Maneuver    OCV    DCV    Notes
    4    Atemi Strike    -1    +1    2d6 NND
    4    Bind    +1    +0    Bind, 30 STR
    4    Block    +2    +2    Block, Abort
    4    Disarm    -1    +1    Disarm; 30 STR to Disarm
    5    Jab    +1    +3    4d6 Strike
    3    Legsweep    +2    -1    5d6 Strike, Target Falls
    4    Shove    +0    +0    35 STR to Shove
    14    Strike    +0    +2    6d6 Strike, Autofire (3 shots; +1/4) (14 Active Points)
    5    Smash    -2    +1    8d6 Strike
    0    Weapon Element:  Staff

        Perks
    6    Money:  Wealthy - $1,000,000 per year

        Talents
    3    Bump Of Direction

        Skills
    1    WF:  Staffs
    2    KS: Bojutsu 11-
    3    High Society 13-

    Total Powers & Skill Cost:  181
    Total Cost:  400

    400+    Disadvantages
    15    Social Complication:  Secret Identity Frequently, Major
    20    Psychological Complication:  Code Versus Killing (Common; Total)
    15    Hunted:  The Government Frequently (Mo Pow; NCI; Watching)
    10    Distinctive Features:  Dude with a Quarterstaff (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
    15    Psychological Complication:  Distrustful (Common; Strong)

    Total Disadvantage Points:  400

    Background/History:  

    Personality/Motivation:  

    Quote:  

    Powers/Tactics:  

    Campaign Use:  

    Appearance:  

     

    This is him at the very beginning of his career, when he had his Origin, and is now asking "What do I do with the rest of my life?".

  13. Still not clear on UOO for Teleport, but I did it as a Summon instead, given the Staff has a point total for its effects...  +4d6 HKA, 2m of Stretching, both Zero Endurance, and +1 OCV, based on the Quarterstaff in the rules....  Also using Physical Manifestation, but listing it at the -0 level...  I'll have a 400 point character build, once I work out his Complications...

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