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Overthrower

HERO Member
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    Suprastar88t

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  • Biography
    Well,I work alot,sorta. I have much more time to play now and cant find any champions gamers.
  • Occupation
    Working with kids,social services,no not DCF :/

Overthrower's Achievements

  1. Re: Captain American Build 350 pts Very cool, I have to keep practicing to get this creative with my builds, you already know I'm gonna be borrowing some of these tho, right? lol.
  2. Re: Captain American Build 350 pts I really like this Thor!
  3. Re: Captain American Build 350 pts Yea I know, I had mentioned in that post "unless they were bought as flexible slots" or something to that effect. . Hmm, I gotta do some reading, cuz I have never heard about Multiple Power Attack rules. So back to a question in my OP, does that naked power advantage I bought on his STR work as intended? Because I was never a fan of buying EB to represent his shield throw, I would prefer something to represent his STR in the throw as the base damage, and this goes back to when Matthew Ignash was doing that awesome 250 pt project. It's been that long on and off I would tackle this character concept. At any rate, please keep the responses coming, this is all very helpful, I love these boards, I learn a lot here. Thanks guys, Dave.
  4. Re: Captain American Build 350 pts
  5. Re: Captain American Build 350 pts Yea I thought about this as I was writing my response, the thing is Cap normally incorporates his shield throw with a string of fluid moves and has it back in hand to block the next attack that actually comes at him.
  6. Re: Captain American Build 350 pts Those look good, but my only problem is with multi-power. In a power that includes both offense and defense, you basically set the pool points to one or the other on a given phase, so if you attack with Shield Bash! then you got no defense for the shield if someone attacks you during phases until you go again and can change your slots accordingly, unless of course you have flexible slots,but then your not gonna fight at full power if you split the pool up. I've only ever liked MP for powers like the claws you wrote up, all offense, since your only going to make one attack per given phase, so you can choose which power you want to attack with. Great for power armors or spells and such. With defenses it can also be useful as you can choose which defense to use at full power or what ever, but mixing the two just makes me have to think about what I'm doing from phase to phase and can slow the game down, especially if I have to calculate how many dice I'm using from a power based on a split pool, which can be a real PITA if they got modifiers on them.
  7. Re: Captain American Build 350 pts I see what your saying, I never thought of it like that, I just looked at it as the shield is one of a kind. But does the naked range modifier work as intended? I basically want to buy the shield with all of it's abilities, I never liked the Cap versions that bought EB to represent the shield throw. I want to represent the ability to actually throw it with his STR. Maybe I should look up spears and daggers in the books, see how they are handled as thrown weapons.
  8. I've looked at and tried a few different builds over the years, trying to depict his abilities with the shield in the best way possible, this was my latest attempt, please tell me what you think and I would love to see other player's versions. He's a pretty tough character to truly capture, let's see what we can come up with. Now this version just got updated temporarily because I now find myself having the same or similar problems I've been faced with in the past, I make a build in hero Designer only to find out that in an updated version something I came up with doesn't fly. This time around it was H-TO-H attack, I had purchased ranged, based on STR,but when I updated to 2.42 it said I can't buy ranged on that power. SO I then instead bought ranged as a naked power advantage in the compound power, I also bought the AF on the naked modifier and on his Ranged MA attack. Do you guys think the naked modifier covers the effect I'm looking for or do you think I should buy it w/o the AF and only put AF on the MA move? He will be built on 350 pts after I move some points around, but I just wanted to get everyone's opinion first. I'm looking forward to everyone's input, writing up chars such as this is a pretty fun hobby! Captain America Player: Val Char Cost 20 STR 10 21 DEX 33 20 CON 20 15 BODY 10 15 INT 5 13 EGO 6 25 PRE 15 15 COM 3 5/20 PD 1 5/20 ED 1 6 SPD 29 15 REC 14 40 END 0 36 STUN 1 10" RUN 8 2" SWIM 0 8" LEAP 4 Characteristics Cost: 160 Cost Power 19 Cap's Shield: (Total: 57 Active Cost, 19 Real Cost) Hand-To-Hand Attack +2d6 (10 Active Points); OAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -2), Hand-To-Hand Attack (-1/2) (Real Cost: 3) plus Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -2), Activation Roll 14- (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 10) plus +1 with DCV (5 Active Points); OAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -2), Activation Roll 14- (-1/2) (Real Cost: 1) plus Range Based On STR (+1/4), Autofire (5 shots; +1/2); OAF Unbreakable Expendable (Extremely Difficult to obtain new Focus; -2), Autofire Must Target Multiple Opponents (-1/4) for up to 20 Active Points of STR (5 Active Points) (Real Cost: 5) 10 Scale Uniform: Armor (5 PD/5 ED) (15 Active Points); OIF Durable Expendable (Easy to obtain new Focus; -1/2) Powers Cost: 29 Cost Martial Arts Maneuver 2 Weapon Element (Shield): Default Element, Empty Hand, Off Hand 8 +2 HTH Damage Class(es) Heroic Martial Arts 4 1) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike 4 2) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 5 3) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 4 4) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 5 5) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike 3 6) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 4 7) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm 4 8) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Ranged Combat 11 1) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC, Autofire (5 shots; +1/2) (11 Active Points) Martial Arts Cost: 54 Cost Skill 24 +3 with All Combat 3 Acrobatics 13- 3 Breakfall 13- 3 Bureaucratics 14- 3 Lockpicking 13- 3 Security Systems 12- 3 Stealth 13- 3 Tactics 12- 3 Teamwork 13- Skills Cost: 48 Cost Perk 27 Contact (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact), Organization Contact (x3) (27 Active Points) 13- 5 Favor 5 Money: Well Off 6 Reputation: Sentinel Of Liberty (A large group) 14-, +2/+2d6 Perks Cost: 43 Cost Talent 3 Absolute Range Sense 3 Ambidexterity (-2 Off Hand penalty) 10 Follow-Through Attack 6 Lightning Reflexes: +4 DEX to act first with All Actions 5 Resistance (5 points) Talents Cost: 27 Total Character Cost: 361 Pts. Disadvantage 10 Psychological Limitation: Code Against Killing (Common, Moderate) 15 Psychological Limitation: Bound By Duty (Common, Strong) 20 Social Limitation: Subject to Orders (Very Frequently, Major) 20 Hunted: 8- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 25 Hunted: Red Skull 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 20 Hunted: Cross Bones 11- (As Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 20 Reputation: Must Help The Helpless, 14- (Extreme) 10 Distinctive Features: Sentinel Of Liberty (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Social Limitation: Public I.D. (Frequently, Minor) Disadvantage Points: 150 Base Points: 200 Experience Required: 11 Total Experience Available: 0 Experience Unspent: 0
  9. Re: Strange But Useful Powers. What a great thread,lol.
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