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Nepenthe

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Posts posted by Nepenthe

  1. Re: Plague Doctor

     

    Ok, so with independent off the table, how do i model that each individual charge is a perfectly ordinary syringe? If i drop one, anyone can pick it up and use that one charge for its intended effect. I'm sorry if i'm being difficult; I just don't have the system mastery to know how to make things work in game the way they do in my head.

     

    Also, if 20 body is still too much, what would be more reasonable?

  2. Re: Plague Doctor

     

    Sorry for the triple post. I had a character creation session with the GM and changed a few things based on his feedback. I would still appreciate critique though.

     

    EDIT: Technical Difficulties. Here we go:

     

     

    Dr. Neil Glacanus

     

    Val Char Cost

    20 STR -2

    24 DEX 6

    20 CON -4

    22 BODY -4

    20 INT 10

    13 EGO 6

    10 PRE 0

    8 COM -1

     

    4/20 PD 0

    4/14 ED 0

    4 SPD -10

    8 REC 0

    40 END 0

    42 STUN 0

     

    6" RUN 0

    2" SWIM 0

    4" LEAP 0

    Characteristics Cost: 1

     

    Cost Power

    2 Plague Mask: Multipower, 5-point reserve, (5 Active Points); Fuel Dependent (fuel is Very Common; must refuel Once per Hour; -1), Only In Heroic Identity (-1/4)

    1u 1) Infrared Perception (Sight Group) (5 Active Points)

    1u 2) Nightvision (5 Active Points)

    1u 3) +3 versus Range Modifier for Sight Group (5 Active Points)

    Metabolic Regulation System, all slots Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    5 1) +12 STR, Reduced Endurance (0 END; +1/2) (18 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    11 2) +12 DEX (36 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    7 3) +12 CON (24 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    9 4) +14 BODY (28 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    6 5) +2 SPD (20 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    8 6) Regeneration: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), Self Only (-1/2), IIF (-1/4)

    8 7) Life Support (Extended Breathing: 1 END per Minute; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in Intense Cold; Safe in Intense Heat) (26 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    33 MRS Armor: Armor (16 PD/10 ED), Hardened (+1/4) (49 Active Points); Real Armor (-1/4), IIF (-1/4)

    Doctor Raiment, all slots OAF (-1)

    1 1) Lack Of Weakness (-3) for Normal Defense (3 Active Points); OAF (-1)

    1 2) Lack Of Weakness (-3) for Resistant Defenses (3 Active Points); OAF (-1)

    26 Variable Power Pool (Syringes), 23 base + 3 control cost, 64 Charges (Recovers Under Limited Circumstances; +0), Autofire (3 shots; +1/4), Non-Standard Attack Power (+1) (48 Active Points); Limited Class Of Powers Available Limited (Only Adjustment Powers; -1/2), VPP Powers Can Be Changed Only In Given Circumstance (Requires Lab; -1/2), Gestures (-1/4); all slots Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4)

    0 1) Rigor Mortis: Drain DEX 2d6+1 (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

    0 2) [Throwable] Inalienable Right: Healing BODY 1 1/2d6, Range Based On STR (+1/4) (19 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 3

    0 3) Artificial Agility: Aid DEX 2d6, Can Add Maximum Of 17 Points (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

    0 4) Unrequited Respite: Aid STUN 2d6, Can Add Maximum Of 17 Points (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

    0 5) Onset Stupidity: Drain INT 2d6+1 (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

    0 6) Kind Nepenthe: Minor Transform 1d6+1 (Retrograde Amnesia (declarative memory), Psychotherapy), Based On EGO Combat Value (Mental Defense applies; +1), Target Chooses Defense (-1/4) (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4), No Range (-1/2) Real Cost: 3

    Powers Cost: 120

     

    Cost Martial Arts Maneuver

    Gatka

    4 1) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR

    4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    4 4) Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +6 DC

    16 5) +4 HTH Damage Class(es)

    Martial Arts Cost: 32

     

    Cost Skill

    9 +3 with Martial Maneuvers

    0 AK: Omaha 8-

    -1 +0 with Acting (Custom Adder)

    0 Climbing 8-

    0 Concealment 8-

    0 Conversation 8-

    3 Criminology 13-

    0 Deduction 8-

    7 Forensic Medicine 15-

    3 Inventor 13-

    2 KS: Gatka 11-

    0 Language: English (completely fluent; literate) (4 Active Points)

    2 Language: Latin (basic conversation; literate)

    4 PS: Doctor of Medicine 14-

    5 Paramedics 14-

    0 Persuasion 8-

    7 Poisoning 15-

    5 Rapid Attack (HTH)

    5 Research 14-

    6 SS: General Pathology 16-

    5 SS: Pharmaceuticals 15-

    0 Shadowing 8-

    3 Stealth 14-

    3 Teamwork 14-

    0 TF: Custom Adder, Small Motorized Ground Vehicles

    10 Two-Weapon Fighting (HTH)

    2 WF: Common Melee Weapons

    Skills Cost: 80

     

    Cost Perk

    1 False Identity

    1 Fringe Benefit: License to practice a profession

    3 Fringe Benefit: Security Clearance

    12 Vehicles & Bases

    Perks Cost: 17

     

    Cost Talent

    3 Combat Ready

    Talents Cost: 3

     

    Cost Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)

    Shillelagh: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2)

    Total Character Cost: 253

     

    Pts. Disadvantage

    25 Dependent NPC: Research Team 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs)

    15 Social Limitation: Alternate ID (Frequently, Major)

    15 Psychological Limitation: Obsession: Tracking Pestilence (Uncommon, Total)

    15 Psychological Limitation: Must examine victims (Common, Strong)

    10 Psychological Limitation: Grief: Dead Wife (Uncommon, Strong)

    10 Hunted: Super Villians 8- (As Pow, Harshly Punish)

    10 Hunted: Teammates 14- (As Pow, Watching)

    Disadvantage Points: 100

    Base Points: 150

    Experience Required: 3

    Total Experience Available: 3

    Experience Unspent: 0

     

     

    Got some experience just for showing up. Made the mask a multi-power per GM suggestion (so only one vision mode works at once). Bought a textbook overcoat. A few more points went into the vehicle (I forgot to add movement to it!). Tweaked the armor and skills a bit. What do you all think?

  3. Re: Plague Doctor

     

    Take two. Pulled back the characteristics. Deleted Power Strike. Added a bit of regeneration. The rest went into skills.

     

     

    Dr. Neil Glacanus

     

    Val Char Cost

    20 STR -2

    24 DEX 6

    20 CON -4

    22 BODY -4

    20 INT 10

    13 EGO 6

    10 PRE 0

    8 COM -1

     

    4/18 PD 0

    4/16 ED 0

    4 SPD -10

    8 REC 0

    40 END 0

    42 STUN 0

     

    6" RUN 0

    2" SWIM 0

    4" LEAP 0

    Characteristics Cost: 1

     

    Cost Power

    Plague Mask, all slots Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

    3 1) Infrared Perception (Sight Group) (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

    3 2) Nightvision (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

    1 3) Life Support (Extended Breathing: 1 END per Minute) (2 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

    Metabolic Regulation System, all slots Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    5 1) +12 STR, Reduced Endurance (0 END; +1/2) (18 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    11 2) +12 DEX (36 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    7 3) +12 CON (24 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    9 4) +14 BODY (28 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    6 5) +2 SPD (20 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    8 6) Regeneration: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), Self Only (-1/2), IIF (-1/4)

    6 7) Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents) (20 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    33 MRS Armor: Armor (14 PD/12 ED), Hardened (+1/4) (49 Active Points); Real Armor (-1/4), IIF (-1/4)

    26 Variable Power Pool (Syringes), 23 base + 3 control cost, 64 Charges (Recovers Under Limited Circumstances; +0), Autofire (3 shots; +1/4), Non-Standard Attack Power (+1) (48 Active Points); Limited Class Of Powers Available Limited (Only Adjustment Powers; -1/2), VPP Powers Can Be Changed Only In Given Circumstance (Requires Lab; -1/2), Gestures (-1/4); all slots Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4)

    0 1) Rigor Mortis: Drain DEX 2d6+1 (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

    0 2) [Throwable] Inalienable Right: Healing BODY 1 1/2d6, Range Based On STR (+1/4) (19 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 3

    0 3) Artificial Agility: Aid DEX 2d6, Can Add Maximum Of 17 Points (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

    0 4) Unrequited Respite: Aid STUN 2d6, Can Add Maximum Of 17 Points (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

    0 5) Onset Stupidity: Drain INT 2d6+1 (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

    0 6) Kind Nepenthe: Minor Transform 1d6+1 (Retrograde Amnesia (declarative memory), Psychotherapy), Based On EGO Combat Value (Mental Defense applies; +1), Target Chooses Defense (-1/4) (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4), Based on CON (Defense: PD; -1), No Range (-1/2) Real Cost: 3

    Powers Cost: 118

     

    Cost Martial Arts Maneuver

    Gatka

    4 1) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR

    4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    4 4) Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +6 DC

    16 5) +4 HTH Damage Class(es)

    Martial Arts Cost: 32

     

    Cost Skill

    9 +3 with Martial Maneuvers

    0 AK: Omaha 8-

    0 Acting 8-

    0 Climbing 8-

    0 Concealment 8-

    5 Concentrated Sprayfire

    0 Conversation 8-

    5 Criminology 14-

    0 Deduction 8-

    7 Forensic Medicine 15-

    2 KS: Gatka 11-

    0 Language: English (completely fluent; literate) (4 Active Points)

    2 Language: Latin (basic conversation; literate)

    6 PS: Doctor of Medicine 16-

    5 Paramedics 14-

    0 Persuasion 8-

    7 Poisoning 15-

    5 Rapid Attack (HTH)

    5 Research 14-

    6 SS: General Pathology 16-

    6 SS: Pharmaceuticals 16-

    0 Shadowing 8-

    3 Stealth 14-

    3 Teamwork 14-

    1 TF: Small Motorized Ground Vehicles

    10 Two-Weapon Fighting (HTH)

    2 WF: Common Melee Weapons

    Skills Cost: 89

     

    Cost Perk

    1 False Identity

    1 Fringe Benefit: License to practice a profession

    3 Fringe Benefit: Security Clearance

    4 Vehicles & Bases

    Perks Cost: 9

     

    Cost Talent

    3 Combat Ready

    Talents Cost: 3

     

    Cost Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)

    Shillelagh: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2)

    Total Character Cost: 252

     

    Pts. Disadvantage

    25 Dependent NPC: Research Team 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs)

    15 Social Limitation: Alternate ID (Frequently, Major)

    15 Psychological Limitation: Obsession: Tracking Pestilence (Uncommon, Total)

    15 Psychological Limitation: Must examine victims (Common, Strong)

    10 Psychological Limitation: Grief: Dead Wife (Uncommon, Strong)

    10 Hunted: Super Villians 8- (As Pow, Harshly Punish)

    10 Hunted: Teammates 14- (As Pow, Watching)

    Disadvantage Points: 100

    Base Points: 150

    Experience Required: 2

    Total Experience Available: 1

    Experience Unspent: 0

     

  4. Re: Angels on Earth - plot ideas needed

     

    How about an idea stolen from Preacher? The blasphemous offspring of an angel and a demon escapes to earth and possesses a human, granting him superhuman powers in the process. The PC's are sent to destroy this abomination and cover up any messes caused by its host.

  5. Re: Plague Doctor

     

    A few things of note:

    You cannot take an advantage on a VPP and have it apply to the powers inside of it. You need to apply it to each slot in the pool.

    If you take Independant, then by the rules, if it gets taken away from you or broken, then it is gone forever and you cannot get the points back. It is a disadvantage primarily geared towards Heroic rather than Superheroic games.

    If you take 1 Charge on the VPP, then you cannot Autofire anyway, since you only have 1 Charge!

    I just noticed the formatting is weird on that. "All slots Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4)" is only being applied to the individual abilities.

     

    Gradual Effect: 20 Minutes means that if you are out of uniform and a combat starts' date=' even if you get your gear on, you will still be without your enhanced stats for, in all likelyhood, the duration of the encounter[/quote']

    I'm aware of this. It was meant as a roleplay thing. I'm starting to rethink it though...

     

    The mask: You have Only in Heroic ID' date=' but you also took OIF on one of the slots. It would be more logical and a better point savings to simply put OIF on the whole list, and skip the rules-questionable doubling up of OIHID and OIF.[/quote']

    Thanks! I forgot to remove the OIF from that slot (OIHID makes more sense to me because the mask is highly recognizable. My alter-ego couldn't just wear it on the street without giving away his identity).

     

    33 Body is excessive, perhaps instead of the extra Body in the suit, add some Regeneration.

     

    In a 250 point game (150+100) a 31 Dex is way excessive unless you are a Ninja. And even then, it is excessive at that power level. Same goes for 6 Speed.

     

    There is more to be said, but that's my first take on it...

     

    Edit: With your Power Strike, you are doing 13 Dice ( 65 active points ) in a 50 active point game...

    Thanks, this type of advice really helps since I have no frame of reference. What would be more reasonable values for those characteristics? I am going for a fast and agile, hit-and-run type combat style. RE: Power Strike: Should I just ditch that manuever or reduce my +HTH DC?

     

    Great response. Thank you so much!

  6. Re: Plague Doctor

     

    Thanks to all of you I finally have a complete character! I would greatly appreciate feedback on this build, keeping in mind I have yet to actually play the game. Is anything so low it's not worth taking? Any ridiculous overkill? Have I taken any trap abilities? Thanks again, everyone!

     

     

    Dr. Neil Glacanus

     

    Val Char Cost

    24 STR -2

    31 DEX 15

    22 CON 0

    33 BODY -4

    20 INT 10

    13 EGO 6

    10 PRE 0

    8 COM -1

     

    5/19 PD 0

    4/16 ED 0

    6 SPD -20

    9 REC 0

    44 END 0

    56 STUN 0

     

    6" RUN 0

    2" SWIM 0

    4 1/2" LEAP 0

    Characteristics Cost: 4

     

    Cost Power

    Plague Mask, all slots Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

    3 1) Infrared Perception (Sight Group) (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

    3 2) Nightvision (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

    1 3) Life Support (Extended Breathing: 1 END per Minute) (2 Active Points); OIF (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (No sense of smell; -1/2), Only In Heroic Identity (-1/4)

    Metabolic Regulation System, all slots Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    7 1) +16 STR, Reduced Endurance (0 END; +1/2) (24 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    15 2) +16 DEX (48 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    7 3) +12 CON (24 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    15 4) +25 BODY (50 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    12 5) +4 SPD (40 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    6 6) Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents) (20 Active Points); Gradual Effect (20 Minutes; -1), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), IIF (-1/4)

    33 MRS Armor: Armor (14 PD/12 ED), Hardened (+1/4) (49 Active Points); Real Armor (-1/4), IIF (-1/4)

    26 Variable Power Pool (Syringes), 23 base + 3 control cost, 64 Charges (Recovers Under Limited Circumstances; +0), Autofire (3 shots; +1/4), Non-Standard Attack Power (+1) (48 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (Requires Lab; -1/2), Limited Class Of Powers Available Limited (Only Adjustment Powers; -1/2), Gestures (-1/4); all slots Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4)

    0 1) Rigor Mortis: Drain DEX 2d6+1 (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

    0 2) [Throwable] Inalienable Right: Healing BODY 1 1/2d6, Range Based On STR (+1/4) (19 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 3

    0 3) Artificial Agility: Aid DEX 2d6, Can Add Maximum Of 17 Points (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

    0 4) Unrequited Respite: Aid STUN 2d6, Can Add Maximum Of 17 Points (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

    0 5) Onset Stupidity: Drain INT 2d6+1 (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4) Real Cost: 4

    0 6) Kind Nepenthe: Minor Transform 1d6+1 (Retrograde Amnesia (declarative memory), Psychotherapy), Based On EGO Combat Value (Mental Defense applies; +1), Target Chooses Defense (-1/4) (23 Active Points); Independent (-2), 1 Charge (-2), OAF Fragile (-1 1/4), Based on CON (Defense: PD; -1), No Range (-1/2) Real Cost: 3

    Powers Cost: 128

     

    Cost Martial Arts Maneuver

    Gatka

    4 1) Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR

    4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

    4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    5 4) Power Strike: 1/2 Phase, +1 OCV, -2 DCV, Weapon +8 DC

    4 5) Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +6 DC

    16 6) +4 HTH Damage Class(es)

    Martial Arts Cost: 37

     

    Cost Skill

    6 +2 with Martial Maneuvers

    0 AK: Omaha 8-

    0 Acting 8-

    0 Climbing 8-

    0 Concealment 8-

    0 Conversation 8-

    3 Criminology 13-

    0 Deduction 8-

    7 Forensic Medicine 15-

    2 KS: Gatka 11-

    0 Language: English (completely fluent; literate) (4 Active Points)

    2 Language: Latin (basic conversation; literate)

    6 PS: Doctor of Medicine 16-

    5 Paramedics 14-

    0 Persuasion 8-

    7 Poisoning 15-

    5 Rapid Attack (HTH)

    3 Research 13-

    6 SS: General Pathology 16-

    6 SS: Pharmaceuticals 16-

    0 Shadowing 8-

    0 Stealth 8-

    1 TF: Small Motorized Ground Vehicles

    10 Two-Weapon Fighting (HTH)

    2 WF: Common Melee Weapons

    Skills Cost: 71

     

    Cost Perk

    1 False Identity

    1 Fringe Benefit: License to practice a profession

    3 Fringe Benefit: Security Clearance

    4 Vehicles & Bases

    Perks Cost: 9

     

    Cost Talent

    3 Combat Ready

    Talents Cost: 3

     

    Cost Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)

    Shillelagh: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2)

    Total Character Cost: 252

     

    Pts. Disadvantage

    25 Dependent NPC: Research Team 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs)

    15 Social Limitation: Alternate ID (Frequently, Major)

    15 Psychological Limitation: Obsession: Tracking Pestilence (Uncommon, Total)

    15 Psychological Limitation: Must examine victims (Common, Strong)

    10 Psychological Limitation: Grief: Dead Wife (Uncommon, Strong)

    10 Hunted: Super Villains 8- (As Pow, Harshly Punish)

    10 Hunted: Teammates 14- (As Pow, Watching)

    Disadvantage Points: 100

    Base Points: 150

    Experience Required: 2

    Total Experience Available: 1

    Experience Unspent: 0

     

     

     

    Also, you may notice I went over budget by 1 point. The GM told everyone to ignore the cost of TF.

  7. Re: Plague Doctor

     

    Well, I took the limitation "Recover Only Under Certain Circumstances (requires lab)." I like the roleplaying aspect of having to raid a hospital or drugstore to mix up concoctions to resupply my syringes. The vehicle is meant as an emergency mobile lab, so I'm cool with that only working once a day.

     

    Thanks for the heads-up about Force Field. I must have misunderstood. If the GM makes a fuss about the Coat, I'll just make the armor a function of the MRS and the coat can just be stylish.

     

    Thanks again, I really do appreciate all the advice!

  8. Re: Plague Doctor

     

    Thanks again, everyone! You've all given me a lot to think about.

    My GM suggested that if I make the coat a Force Field instead of Armor it would protect the Focus underneath. I'm having trouble fluffing this though.

     

    The next challenge is going to be statting out my vehicle. I want to have an old-school Cadillac ambulance that functions as mobile lab (so I can refuel and restock my syringes between combats.) It should also have medical equipment to help patch up injured persons. Not sure if that means healing power or just skill boosts yet.

  9. Re: Plague Doctor

     

    .

    Where do you live' date=' that "Plague Doctor" is not automatically followed by "what?!?" ;)[/quote']

     

    17th century Europe, apparently. :P Actually, all my friends have played Assassin's Creed, so they were familiar with the costume at least.

     

    About the build: I kinda pictured this guy grabbing 2-4 syringes at a time and hitting with them altogether, which would allow me to mix and match effects. E.g. a drain dex, drain int, and drain stun as one attack. Is there a way to do that short of autofire and separate attack rolls?

  10. Re: Plague Doctor

     

    Thanks, that's incredibly helpful. I must have missed the focus damage rules. What I had done was split the suit into two layers. The Metabolic Regulation System (looking for a better name/clever acronym for this) as an IIF worn under clothing, and an armored coat (real armor, OIHID) worn over top. Is there a way to make the coat's PD apply to the focus, or should I combine these and call it one "costume?"

  11. Re: Plague Doctor

     

    Ok, I think I'm happy with how the suit works. Thanks!

     

    Unfortunately, now I'm running into problems with the syringes. How do I make them require an attack roll? I thought this was what "Based on CON" was for, but that doesn't seem to work with Drain.

  12. Re: Plague Doctor

     

    Thanks. So am I correct in assuming that characteristics purchased as powers are always active (in this case, as long as I have the focus)? Or do these powers need to be activated in some way? These values are added to the base characteristic rather than overriding them, correct? Sorry for all the questions. I'm learning.

  13. Hi everyone! I'm completely new to Hero System and I'm working on my first character for a champions game.

     

    5th ed. Revised, 150 Base Points, 100 Disadvantages, 50 Max Active Points

     

    Here's the concept:

    I want to play a Tony Stark type hero. Someone who's very intelligent but otherwise pretty much average outside of his superhero persona. He's a medical doctor who developed a special suit that constantly monitors and regulates the levels of various biochemicals in his system. It also keeps him suped up on performance enhancing drugs while simultaneously mitigating the side effects (comic book science. Roll with it.). He protects this system (and himself) with cloth-like armor that looks like a plague doctor costume. To top it off he wears a plague doctor mask with some basic utility like a re-breather, night vision and thermal vision built in.

     

    For combat, he fights with a walking stick (club) and syringes full of nasty drugs and poisons of his own design. He hides these syringes in secret pockets all over his costume.

     

    The build:

    I think I've got the syringes covered by using a Variable Power Pool with various Aids and Drains. Where I'm having trouble is building the suit. I want virtually all of his characteristics to be enhanced while in his super-persona. First, I tried buying average characteristics (along with Normal Characteristic Maxima), then buying each increase as a separate power, each with "Focus (Obvious Inaccessible)" and "Only in Heroic Persona." This just looks really messy to me though. Is there a way to lump these powers together under a single Focus? Should I be using an Elemental Control for this?

     

    I have about a billion other questions, but let's start with this. Thanks in advance, everyone!

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