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tiger

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Everything posted by tiger

  1. That could be a interesting concept really. What someone conciders a non power someone else could like and want to use.
  2. tiger

    Name Help

    Forgot his picture. I'm not an artist so I use Heromachine to make this
  3. tiger

    Name Help

    Thanks for the help guys. Here's ahow the write-up has worked out so far. Avatar - The Ultra-Mutant Player: Val Char Cost 25 STR 15 18 DEX 24 15 CON 10 15 BODY 10 20 INT 10 20 EGO 20 25 PRE 15 15 COM 3 20 PD 15 20 ED 17 8 SPD 52 15 REC 14 60 END 15 50 STUN 14 8" RUN42" SWIM08" LEAP3Characteristics Cost: 241 Cost Power END 300 Any Offensive Power I Want: Variable Power Pool (Mutant Pool), 150 base + 150 control cost, Cosmic (+2) (375 Active Points); Offensive Powers Only (-1/2) 300 Anything I Want: Variable Power Pool (Mutant Pool), 150 base + 150 control cost, Cosmic (+2) (375 Active Points); Can Not Be An Attack (-1/2) 120 Stable Mutant Powers: Multipower, 120-point reserve 24m 1) Mind Jab: Ego Attack 6d6, Invisible Power Effects (Fully Invisible; +1) (120 Active Points) 12 16m 2) Haull A**: Flight 25", Position Shift, x8 Noncombat, Rapid Noncombat Movement (+1/4) (81 Active Points) 8 22m 3) Blaster I: Energy Blast 15d6 (vs. ED), Variable Special Effects Any SFX (+1/2) (112 Active Points) 11 24m 4) Blaster II: Energy Blast 8d6 (vs. PD), Variable Advantage (+1 Advantages +2) (120 Active Points) 12 12u 5) Protection Shield: Force Wall (15 PD/15 ED/15 Power Defense; 2" long and 2" tall) (117 Active Points) 12 6u 6) Get going: Teleportation 15", x2 Increased Mass, Safe Blind Teleport (+1/4), Megascale (1" = 10 million km; +2) (114 Active Points); Home Base Only (-1) 11 5 Moving Locations: Teleportation: Floating Fixed Location (1 Locations) 3 Bases: Teleportation: Fixed Location (3 Locations) 35 Powerful Body: Damage Resistance (20 PD/20 ED/14 Mental Def./5 Flash Def./10 Power Def.) 10 +10 Mental Defense (14 points total) 5 Flash Defense (5 points) (Sight Group) 10 Power Defense (10 points) 1 Life Support , Longevity: 200 Years Powers Cost: 893 Cost Martial Arts Maneuver 4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 0 1/2d6 Martial Arts Cost: 16 Cost Skill 5 Analyze: Mutant Ability 14- 3 Bureaucratics 14- 3 Computer Programming 13- 3 Concealment 13- 3 Cryptography 13- 8 Defense Maneuver: I-III 3 Disguise 13- 3 Interrogation 14- 3 Mechanics 13- 3 Paramedics 13- 3 Security Systems 13- 3 Stealth 13- 4 KS: World Histroy (INT-based) 14- 3 KS: Underworld (INT-based) 13- 3 KS: Primus (INT-based) 13- 3 KS: Knights Of Genetic Purity (INT-based) 13- 16 +2 with All Combat 10 +2 with HTH Combat 3 Linguist 1 1) Language: Spanish (fluent conversation) (2 Active Points) 1 2) Language: Russian (fluent conversation) (2 Active Points) 1 3) Language: Arabic (fluent conversation) (2 Active Points) 1 4) Language: Latin (fluent conversation) (2 Active Points) 3 Scientist 2 1) SS: Genetics (INT-based) (3 Active Points) 13- 2 2) SS: Mechanical Engineering (INT-based) (3 Active Points) 13- 2 3) SS: Electrical Engineering (INT-based) (3 Active Points) 13- 2 4) SS (INT-based) (3 Active Points) 13- Skills Cost: 100 Cost Perk 15 Money: Filthy Rich 310 Bases (x3, 1500 Base, 0 Disad) 60 Follower (x1000, 50 Base, 200 Disad) 10 Reputation (A large group; 11-) +5/+5d6 Mutant Freedom Fighter/Mutant Terrorist 50 Contacts: various and sundry throughout the underworld, world governments, and the world scientific community 3 Well-Connected Perks Cost: 448 Cost Talent 4 Speed Reading (x10) 5 Eidetic Memory 3 Lightning Calculator 3 Lightning Reflexes: +2 DEX to act first with All Actions 20 Universal Translator 13- Talents Cost: 35 Total Character Cost: 1732 Val Disadvantages 15 Hunted: Primus 11- (Less Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Hunted: Until 11- (Less Pow; Harshly Punish; Extensive Non-Combat Influence) 25 Hunted: Knights Of Genetic Purity 14- (As Pow; Harshly Punish; Extensive Non-Combat Influence) 25 Psychological Limitation: Hates the worlds treatment of mutants (Very Common; Total) 20 Psychological Limitation: Conviced his way (violence/action) is the only answer (Very Common; Strong) 5 Psychological Limitation: Doesn't like to use his powers to kill (Uncommon; Moderate) 15 Distinctive Features: White Skin & Hair, Yellow Eyes (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Reputation: Ultra Powerful Mutant 14- (Extreme) Disadvantage Points: 140 Base Points: 200 Experience Required: 1392 Total Experience Available: 1400 Experience Unspent: 8 Background: Avatar was born in New York City in the late 60 to a nice suburban family. His live was going as most would expect for someone with a rather high IQ. He was a straight A student and was planning on going to college were he would study history. He always had a love of history and was more knowledgeable than his high school teachers. Yes, everything was going fine until he reached the age of 15. On his 15th birthday is when the men in the funny white uniform and sur-coat with the large red cross appeared, see Stephan was a low level. He had no actual powers, unless you count his high IQ, but that didn?t matter to the Knights Of Genetic Purity. He was a mutant and that was the only thing that meant anything to them. The took him back to one of their many hidden research bases and started performing horrible tests. The Knights wanted to know why he registered on the detection devices but had no powers. Stephan suffered at their hands for many weeks before the change happened. The Knights had been using every drug and gizmo they had to try and figure it all out with no success. They were left with trying out an untested new mutant analyzing chamber they had developed. So with no regard to the affect it might have on Stephan they put him into it and turned it on. If the Knights had taken the time to examine the chamber closer they would have realized that several circuit boards had been miss wired, but he was only a mutant so noone cared if it malfunctioned. When the machine was turned on there were several loud pops, followed by circuit boards burning then a large explosion. When the fires were put out and the smoke cleared Stephan could be seen standing in the middle of the wreckage. He was not amused, to say the least. The chamber and the subsequent explosion some how further mutated him in to the strongest mutant that the Knights had ever found. He was not only able to cause extreme amounts of damage; he could change the effect of his powers. Sometimes he would shoot fire from his eyes, the next time it would be ice. The agents at the research base were no match for Stephan's new powers. When Primus arrived to see what had caused the explosion on the outskirts of town, Stephan was already gone. While Primus did capture several agents and scientist, no one ever told them the entire story. The official story is that a mutant attacked a research facility and destroyed it, killing hundreds and furthering the hatred of mutants. Stephan returned home only to find his family dead and his house destroyed. Stephan fled into the mountains near his home to think. He started thinking all through history fear had caused men to try and destroy others not like them, be it slavery or the gas chambers WWII. He vowed then and there to prove to the world that mutants, like him, not only deserved to live but to be in control of the world. Stephan hid out in the mountains for years studying and planning. While he never made it to college he taught himself several different sciences, as well as history. He has reappeared to start his master plan in motion. His plan is to gather a large force around him and then start the next world war. Man against Mutant Personality Stephan is a nice an pleasant person to be around. As long as you either a mutant, or know your role. While he doesn't hate humans per say, it simple believes he's better than them
  4. I prefer HD myself. I have learned to modify it as necessary. Luckly, I will admit, I don't have a large amount of House rules I use. A big plus for me is the HD Packs you can get. They have saved me time and work.
  5. In case you didn't see it, it was metioned earlier that there is a typo in the power "Nice Try Little Man". The power reads +15PD & +15PD instead of +15PD & +15 ED. Just thought I'd mention it.
  6. here's what I'm doing at the moment. I forgot I had decided that Components were changed to optional. These are the required. Cost Power END Spells: Uses Mana (-1/2), Requires A Skill Roll (-1/2), Concentration 1/2 DCV (-1/4), Gestures (-1/4), Incantations (-1/4), Must Cost End To Cast (-1/4) Powers Cost: 0
  7. That sounds good. I require, Concentration, gestures, components and requires Mana in my system. The later is there because certain parts of my world are with our mana and there fore spells don't work. Only "Charged" magic work, of course they lose charages while in mana as well
  8. Nice work. I do have a couple suggestions Get rid of gradual, as a player if I cast fireball and it has to work up to go off, it's not much use. When you add in extra time it becomes even rougher. Focus?, whats the focus. Personally I do use expendable focus as a way of showing spell components. Increased End could cause a problem depending on if your using the 1-10pt ratio or the 1-5pt ration. But I must say nice job. I do like the use of the skill rolls
  9. I agree..I'd love to have it all in one book or a PDF. I'm in no hurry to have them redo FRED and have to buy another set of rules for the system. I don't think there is any call for that yet. Just a nice book/PDF would be fine by me
  10. Re: Re: Alternate hit roll Then what good are +to DCV?
  11. While I have to agree that it wouldn't be a good idea to just switch them to the Hero system an carry on, I will say you can use thing from D&D with work. I personally love the Forgotten Realms world and background. When I run FH it is in that realm. I have been slowly converting different thing to Hero and add in my own creations and those of Hero Games as well. I mean as a GM, how can you not love Undermountain It's such a ball to throw at people
  12. There's also some nice powers worked up on the online USPD database.
  13. Hey guys. I started another thread about using these awsome pics Storn has posted to make heroes and villians. Let's see what we can do with his pictures. http://www.herogames.com/forums/showthread.php?s=&threadid=4545
  14. tiger

    Heroes For Storn

    OK..Here's Thunderbird. Work in progress but I like where it's going. Gonna work up a background and finish fleshing her out. Thunderbird Player: Val Char Cost 10 STR 0 18 DEX 24 15 CON 10 13 BODY 6 15 INT 5 15 EGO 10 15 PRE 5 18 COM 4 10 PD 8 10 ED 7 7 SPD 42 10 REC 10 60 END 15 50 STUN 24 8" RUN42" SWIM02" LEAP0Characteristics Cost: 174 Cost Power END 133 Variable Power Pool (Magic Pool), 100 base + 33 control cost (150 Active Points); Limited Class Of Powers Available Known Spells (-1/2) 60 Thunder & Lightning Magic: Multipower, 120-point reserve, all slots: (120 Active Points); Components - (Restrainable) (-1/2), Gestures (-1/4), Incantations (-1/4) 2u 1) Lightning Bolt: Killing Attack - Ranged 4d6 (vs. ED), Reduced Endurance 1/2 END (+1/4) (75 Active Points); Magic Requirements - Components, Gestures Incantations (-1) 3 6u 2) Chain Lightning: Killing Attack - Ranged 3d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Area Of Effect (6" Any Area; +1), Selective Target (+1/4) (112 Active Points) 5 6u 3) Ball Lightning: Energy Blast 10d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Area Of Effect (6" Radius; +1) (112 Active Points) 5 4u 4) Static Cling: Telekinesis (30 STR), Reduced Endurance 1/2 END (+1/4), Area Of Effect (6" Radius; +1), Selective Target (+1/4) (112 Active Points); Magic Requirements - Components, Gestures Incantations (-1) 5 3u 5) Lightning Prison: Killing Attack - Ranged 2d6 (vs. ED), Reduced Endurance 1/2 END (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (82 Active Points); Target Only Takes Damage If They Touch The Cage or Mov Into/Out Of The Affected Hex (-1/2) 4 1u 6) Lightning Flash: Flash 3d6 (Sight Group) (15 Active Points); Magic Requirements - Components, Gestures Incantations (-1) 1 3u 7) Thunder Clap: (Total: 112 Active Cost, 32 Real Cost) Energy Blast 10d6 (vs. PD), STUN Only (+0), Area Of Effect (11" Cone; +1) (100 Active Points); Magic Requirements - Components, Gestures Incantations (-1), No Range - Area Effect Starts AtThunderbird (-1/2) (Real Cost: 40) plus Flash 4d6 (Hearing Group) (12 Active Points); Magic Requirements - Components, Gestures Incantations (-1) (Real Cost: 6) 11 5 Black Feathered Wings: Extra Limbs 30 Powerful Wings: Flight 15", Reduced Endurance 0 END (+1/2) (45 Active Points); Restrainable (-1/2) Powers Cost: 253 Cost Martial Arts Maneuver 5 Quick Wings - Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 4 Wing Snap - Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +3d6 Strike 5 Wing Buff - Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +5d6 Strike 4 +1 HTH Damage Class(es) Martial Arts Cost: 18 Cost Skill 6 +2 with Multipower 2 KS: Thunder & Lightning Magic Powers 11- 3 Paramedics 12- Skills Cost: 11 Total Character Cost: 456 Val Disadvantages 15 Hunted: Until 11- (Less Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Hunted: Primus 11- (Less Pow; Harshly Punish; Extensive Non-Combat Influence) 20 Hunted: Demon 11- (As Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Psychological Limitation: Overconfident (Common; Strong) 20 Psychological Limitation: Considers "Humans" Beneath her (Very Common; Strong) 15 Distinctive Features: Beautiful Native American With Large Black Wings (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) Disadvantage Points: 100 Base Points: 200 Experience Required: 156 Total Experience Available: 146 Experience Unspent: 0
  15. Mr Cook has been nice enough to give us several awesome pictures, I fugred we could start a thread buildin heroes/villians using them. So...Let get to it!!
  16. Working on a character who's EC can change. The powers stay the same but the effect doesn't. Can be fire, then water, the ice, whatever. Using the Varible special effect would work, I figured anyway. I assume that I'd have to buy it for the reserve and then each "slot" as well. My question does the fact that when one "slot" changes the entire EC changes modify the cost of the advantage. I wasn't sure if it would be higher or lower or not effect at all.
  17. tiger

    Name Help

    Actualy a lot of help. I like the Omega theroy. Just can't figure out why I drew a total blank. Had no problem with the powers and background, even his ID. Just couldn't manage a super-name
  18. tiger

    Name Help

    Working on a NPC that is my equilivant of Magneto from the movies, as far as his feelings about the mutant-human relations goes. He's a extremely powerful mutant that can do just about anything through a couple VPPs. I just am drawing a complete blank as far as a name goes. Any help would be great. He's basical strong (25str) good dex and spd. Has a offensive only VPP can be anything he wants(cosmic, no roll) and another VPP that can be used for anything not offensive (same set up). He also has a MP that has a blast that can vari the advantage and another that can vari the SPX. Just can get anything past *name here* - The Ultra-Mutant.
  19. I totally got away from anything remotely "mental". I also semi-seperated PSI from them. Basically the Myers Institute is doing research into why/how some people use larger parts of the brain than others. However, when they find someone with Psionic powers the director is notified and he has a polite screening of the subject. In a hidden room are members of PSI. Then the fun goes from there. This totally severed the obvious ties to mentals and PSI. Of course players figure these things out so nothing is perfect.
  20. I finally received mine Friday. My FLAG had to use a secondary distributor to get the copies they had. Seems USPD is somthing everyone wants, an well worth the wait to.
  21. I have both of the comic sets of the handbook, the also did a looseleaf version. It's awesome for background and general ideas of the abilities. Although several people have said over the years that the power descirption\limitations are incorrect. There are newer versions they're dubbing Encylopedias, all stats are in a game term though. Ther are new books coming our for the MSHRP, but of course conversion work would be necessary. The DC Who's Who is worthleass unless your just not familiar with their characters. In the hand book you told that Thor can lift X amount of tons. In the Who's Who it informs you that Superman has superhuman Str. (Well duhhhhh!!! ) It also states that Batman knows every forms of martial arts known to man. Something that is impossible given just the number of different forms of Kung Fu there are. Let alone Judo, Karate and all the others in the world. But it is pretty good for background on DCs heros. There's also GI Joe & Transformers but that's a whole other thread
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