Jump to content

The Reaper

HERO Member
  • Posts

    14
  • Joined

  • Last visited

The Reaper's Achievements

  1. Re: The Reaper Here is my newest draft of The Reaper -- all comments are welcome. The Reaper Gadgeteer/Martial Artist Secret Identity: Robert Morgan Wells Val Char Cost 20 STR 10 20 DEX 30 20 CON 20 12 BODY 4 18 INT 18 14 EGO 8 15 PRE 5 16 COM 3 8 PD 4 (16 total PD with costume, 8 is r) 8 ED 4 (16 total ED with costume, 8 is r) 5 SPD 20 10 REC 4 40 END 0 35 STUN 3 Total Characteristics Cost: 133 Points POWERS AND SKILLS: 10 Glider Cape: 20” OIF (-1/2), Restrainable (-1/2), 20 active points. 16 Costume: Adds 8rPD/8rED, OIF (-1/2), 24 active points 6 Cling Boots: OIF (-1/2), costs END (-1/2), 12 active points, END 1. 3 IR Vision: OIF (-1/2), 5 active points. 6 Gas Mask: Self-Contained Breathing, OIF (-1/2), 1 charge/1 hour, 10 active points. 20 Utility Harness: Multipower, all slots OIF (-1/2), Restrainable (-1/2), 40 active points 1u Energy Scythe: +8d6, attacks ED not PD; Hand-To-Hand Attack (-1/2), Required Hands 1 ½ Hands (-1 OCV when used One Handed; -1/4) 1u Boomerang: 8d6, STUN only, Range based on STR (-1/4) 2u Sleep Gas Pellet: 4d6 NND [Cont. Breathing] (+1), Range based on STR (-1/4), 6 ch (-3/4) 2u Entangler Cable: Entangle 4d6, DEF 6, Range based on STR (-1/4) 1u Radio: ES Radio Perception/Transmit 1u Flashlight: Image 1 hex only, Only to create Sight (-1), No END (+1/2) 1u Swingline: 20” No END (+1/2) 1u Upline: 30” Upward movement only (-1), No END (+1/2) 10 Skill Level, Overall +1 6 Base 5 Wealthy (Millionaire) 5 Offensive Strike 4 Martial Disarm 4 Martial Block 3 Acrobatics 0 Acting 0 Climbing 0 Concealment 0 Conversation 3 Deduction 3 Inventor 0 Paramedics 0 Persuasion 3 Shadowing 3 Stealth 0 Transport Total Powers and Skills Cost: 120 Points Disadvantages: 100 Points 15 DPNC: Uncle Frank, Incompetent, Occasional, knows identity 5 Rivalry: Death Angel, another vigilante superhero 10 Hunted: Creeper, supervillain (As Powerful) 20 PsyL: Honorable (Very Common/Strong) 20 PsyL: Obsessed with Crime Fighting (Common/Strong) 20 PsyL: Code against Killing (Common/Strong) 10 SocL: Secret Identity
  2. Re: Limit to HTH weapon power damage? Yes, yes... he already knows he's omnipotent and has the power to make house rules... Thanks, everybody, for the fast responses!
  3. Hello Forum, My GM wanted me to ask the Forum if there is a limit to the damage one can do with the Hand-to-Hand Weapon (the power) -- specifically a limit to what one can add to one's normal STR attack. For example, he didn't think it made sense that a character with STR 20 could use a HTH weapon and do more than double his normal damage with STR. I.e., if you can only do 4d6 with your STR attack, the HTH weapon should only be able to add a maximum of 4d6 more to the attack. My GM could not find this rule, and neither could I. Is this an actual rule?
  4. Re: The Reaper Why would you have it affect Desolidification? Just to have it work against a defense that most attack forms don't work against? I do like the idea to make the Energy Scythe extendable, to an extra area away. Is that just a -1/2 Limitation?
  5. Re: The Reaper Hmm, I missed this -- thanks. But that's what Hero forums are for, right? Looks like I'll have SPD 4 and get back 10 points back to work with. Maybe I'll spend them on Skill Levels, for an overall +1. Unless -- Can enhanced physical abilities be part of the costume/armor?
  6. Re: The Reaper Thanks for all of the observations and advice. I appreciate it! When I first built this character, this is what is what I had been imagining: a Batman-like character on a JLA-like team geared up to fight supervillains far more powerful than he is. Sure, he can't take the hits, but he is on a team full of bigger and more overtly dangerous targets. I suppose what I had in mind for the Energy Scythe was that it would not be used often, and very rarely at full power. I pictured a scenario where the Reaper is watching his friends go down to a Grond-like brute... the brick is down, the others are going down fast, and we've barely landed a punch. Then the Reaper breaks out his ultimate weapon to try to bring the big baddie down. The Reaper is modeled after several Batman builds posted on this website, and probably most closely on a version Cassandra posted. I had been struggling with whether to use a VPP or Multipower. I preferred the VPP because I liked the concept of an adaptable gadgeteer who could kit-bash as needed. But I just didn't feel I could make it cost efficient with a 250 point character. When I saw Cassandra's Batman with the 60 active point Multipower Utility Belt, I thought -- that's brilliant, that's the way to go! I went in the more powerful offensive direction because I thought we'd be fighting more brick-like supervillains than thugs with handguns and switchblades. Then I wanted to add some kind of HTH weapon, and maxed it out, and the logical description for it seemed to be some kind of "energy scythe" -- since the character is the Reaper. And that's how it happened. So, you see, it wasn't my intent to be a munchkin and ruin anyone's game. I am actually the player who suggested we start with 250 point characters rather than 350 point characters which seems to be the new default. I suggested that so that we'd be less powerful and also so that there would be less details in the game for us and the GM to keep track of. My gaming group is all learning the Hero system together. Our GM played Champions before -- twenty years ago or so -- but never ran a Champions game before now. I am rebuilding the Reaper, in light of the comments on this thread. I'll repost my next draft when it is finished.
  7. Re: The Reaper Thanks for the comments so far. One of the things I am trying to get a sense of is what is too powerful and what is not powerful enough. This is my third draft in building this character, and somewhat of a exercise to see how powerful and tough I could make a 250 point Batman-like superhero. I think the game I am in will be combat heavy, but I'm not sure -- we're just getting started. Is this build legal?
  8. Re: Do you consider Batman to be a Gadgeteer or something else? As much as I love the Christopher Nolan Batman movies, I do feel something crucial was lost with Batman no longer being the builder/designer of (most of) his gadgets (sure, he still forged his own batarangs). Yes, it is much more realistic that he didn't. And for that reason, I can't really object to the decision to do make this change in the movies. But as a Batman fan, I missed the genius inventor of gadgets!
  9. Re: What if there are no super-prisons? What jurisdiction does the U.S. Government have over the bottom of the Marianas Trench? In the DC Universe, I think the governments of the world would rather have Superman take care of super-powered villains. They trust Superman. He has access to superior technology. And he has the responsibility if the detainees escape or need recaptured. In a Champions game, I would ask: Does the government really want these defeated supervillains inside the U.S.? When they don't even want to move non-powered terrorists from Guantanamo to the states? Do they trust Supernal the way DC earth trusts Superman?
  10. Re: Do you consider Batman to be a Gadgeteer or something else? I think Batman is primarily defined by his gadgets and gear, and by implication, his superior intellect as a resourceful inventor and planner for contingencies. A detective or martial artist without the unique gadgets of Batman is just a detective or martial artist -- very perceptive and/or tough, perhaps -- but not able to deal with the obstacles Batman runs into and overcomes because of his gadgets. Various writers have emphasized different aspects of Batman over the years, but to me, the Batman I grew up with is mainly a genius gadgeteer who will outsmart the villain. His greatest power is his intellect.
  11. Re: Hero Templates This thread has been very helpful, thank you. I am a novice player trying to build 250 point characters for a 5th edition Champions game.
  12. Hello everyone, I am starting to play in a 5th edition Champions game and I've built a 250 point character named The Reaper who is basically a Batman-like superhero. Please review my build and any comments or corrections are welcome! The Reaper “Night time mystery man vigilante – with many gadgets and powers!” AKA Robert Morgan Wells Val Char Cost 20 STR 10 20 DEX 30 20 CON 20 12 BODY 4 18 INT 18 15 EGO 5 15 PRE 5 16 COM 3 8 PD 4 (16 total PD with costume, 8 is r) 8 ED 4 (16 total ED with costume, 8 is r) 5 SPD 20 10 REC 4 40 END 0 33 STUN 1 Total Characteristics Cost: 128 Points POWERS AND SKILLS: 10 Glider Cape: 20” OIF (-1/2), Costs END (-1/2), 20 active points, END 1. 16 Costume: Adds 8rPD/8rED, OIF (-1/2), 24 active points 6 Cling Boots: OIF (-1/2), costs END (-1/2), 12 active points, END 1. 3 IR Vision: OIF (-1/2), 5 active points. 3 Flash Defense for Sight OIF (-1/2), 5 active points. 6 Gas Mask: Self-Contained Breathing, OIF (-1/2), 1 charge/1 hour, 10 active points. 40 Utility Harness: Multipower OIF (-1/2), 60 active points 2u Energy Scythe: +12d6 to STR attack, attacks ED not PD, HTH only (-1/2), Requires Two Hands (-1/4), OIF (-1/2), 60 active points 2u Smoke Grenade: Darkness to Sight, AE 5”, Range based on STR (-1/4), 6 charges w/1 turn duration (-1/4), OAF (-1). 2u Flash Grenade: Flash to Sight, AE 6” r (+1), Range based on STR (1/4), 6 charges (-3/4), OAF (-1) 2u Stun Boomerang: 12d6, STUN only, Range based on STR (-1/4), 6 charges (-3/4), OAF (-1) 2u Edged Boomerang: 8d6, AP (+1/2), Range based on STR (-1/4), 6 charges (-3/4), OAF (-1) 2u Electric Shock Pellet: 6d6, NND [Force Field] (+1), Range based on STR (-1/4), 6 charges (-3/4), OAF (-1) 2u Sleep Gas Pellet: 6d6 NND [Contained Breathing] (+1), Range based on STR (-1/4), 6 charges (-3/4), OAF (-1) 2u Bolo: Entangle 6d6, DEF 6, Range based on STR (-1/4), 6 charges (-3/4), OAF (-1) 1u Radio: ES Radio Perception/Transmit, OAF (-1) 1u Flashlight: Image 1 hex only, Only to create Sight (-1), No END (+1/2), OAF (-1) 1u Swingline: 20” No END (+1/2), OAF (-1) 1u Upline: 30” Upward movement only (-1), No END (+1/2), OAF (-1) 5 Wealthy (Millionaire) 5 Offensive Strike 4 Martial Disarm 4 Martial Block 0 Acting 0 Climbing 0 Concealment 0 Conversation 0 Deduction 0 Paramedics 0 Persuasion 0 Shadowing 0 Stealth 0 Transport Total Powers and Skills Cost: 122 Points Disadvantages: 100 Points 15 DPNC: Uncle Frank, Incompetent, Occasional, knows identity 5 Rivalry: Death Angel, another vigilante superhero 10 Hunted: Creeper, supervillain (As Powerful) 20 PsyL: Honorable (Very Common/Strong) 20 PsyL: Obssessed with fighting crime (Common/Strong) 20 Normal Human Maxima (Very Common/Strong) 10 SocL: Secret Identity
×
×
  • Create New...