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starblaze

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Posts posted by starblaze

  1. On ‎3‎/‎14‎/‎2018 at 5:14 PM, RDU Neil said:

     

    These are all good, and I've used some of them before.

    1. Resolve at half-action I like, though because of my unique initiative system (I hate the SPD chart with a passion) combat is already faster and it is more unlikely that actions overlap... but I think I'll focus on the next combat and see if this applicable.

    2. Hipshot doesn't really apply with my initiative system, or at least would have minimum effect... I'll have to dig out 5th Ed and read Hurry.

    3. At the levels of my game, -3 and 1/2 DCV are not too far off, better for some, worse for others, so I'll probably leave it as is.

    4. Already definitely use Hit Locations to the max utility.

    5. The "best of the best" characters in my campaign take PSLs vs. Hit Location in order to almost always be taking head shots (or whatever they want to hit). PSLs are probably too cheap for the effect, but eh...

     

    Good suggestions all, thanks!

    What is your initiative system?  I would be interested.

  2. Ross Martin did have a heart attack and missed some episodes in the 4th season, but the cancellation was due to the violence. If anyone wants the basic overview, Wikipedia seems to have it covered with nothing glaringly wrong at a glance; no need to search and try tp piece everything together yourself unless you really want to.

    Robert Conrad himself said that it was just as well that the show got cancelled because someone was likely to end up dead eventually.

  3. Here is Copperhead

     

    Copperhead

     

    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-

    13 INT 3 12- PER Roll 12-

    10 EGO 0 11- ECV: 3 - 3

    15 PRE 5 12- PRE Attack: 3d6

     

    7 OCV 20

    7 DCV 20

    3 OMCV 0

    3 DMCV 0

    4 SPD 20 Phases: 3, 6, 9, 12

     

    8 PD 6 Total: 8 PD (0 rPD)

    7 ED 5 Total: 7 ED (0 rED)

    8 REC 4

    40 END 4

    10 BODY 0

    35 STUN 8 Total Characteristic Cost: 135

     

    Movement: Running: 12m/24m

    Flight: 24m/48m

    Leaping: 4m/8m

    Swimming: 4m/8m

     

    Cost Powers END

    33 Multipower, 50-point reserve, (50 Active Points); all slots OIF (Battlesuit; -½)

    2f 1) Rifle attached to battlesuit: Killing Attack - Ranged 2d6, Armor Piercing (+¼) (37 Active Points); OIF (Battlesuit; -½), No Knockback (-¼), 12 Charges (-¼), Limited Power Will not work underwater (-¼) [12]

    3f 2) Rifle attached to battlesuit: Blast 8d6 (40 Active Points); OIF (Battlesuit; -½), 16 Charges (-0) [16]

    1f 3) Laser Claws: Killing Attack - Hand-To-Hand 2d6 (30 Active Points); No STR Bonus (-½), OIF (Battlesuit; -½), No Knockback (-¼), 12 Charges (-¼) [12]

    2f 4) Line thrower attached to battlesuit: Entangle 4d6, 4 PD/4 ED (40 Active Points); OIF (Battlesuit; -½), 12 Charges (-¼) [12]

    2f 5) Killing Attack - Ranged 1 ½d6, Armor Piercing (+¼), Autofire (5 shots; +½) (50 Active Points); OIF (Battlesuit; -½), No Knockback (-¼), Limited Power Will not work underwater (-¼), 32 Charges (+¼) [32]

    Battlesuit, all slots OIF (-½)

    16 1) Flight 24m (24 Active Points); OIF (-½) 2

    3 2) Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0

    3 3) Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 0

    4 4) +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-½) 0

    8 5) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 0

    3 6) Sight Group Flash Defense (5 points) (5 Active Points); OIF (-½) 0

    -7 (0 Active Points); OIF (-½) applied to STR

     

    Skills

    3 Computer Programming 12-

    3 Deduction 12-

    3 Electronics 12-

    3 Security Systems 12-

    3 Stealth 13-

    3 Streetwise 12-

    3 Systems Operation 12-

    3 KS: Campaign city underworld 12-

    5 KS: Street gangs 14-

    3 Science Skill: Lasers 12-

    3 CK: Campaign city 12-

    10 +2 with multipower powers

     

    Total Powers & Skill Cost: 119

    Total Cost: 253

     

    200+ Matching Complications

    15 Psychological Complication: Must protect family and neighborhood (Common; Strong)

    15 Psychological Complication: Hatred of Drug Dealers and street gangs (Common; Strong)

    10 Negative Reputation: Bounty Hunter, Frequently

    20 Dependent NPC: Sister and Brother Frequently (Normal; Group DNPC: x2 DNPCs)

    20 Hunted: The Berserks Frequently (Mo Pow; Harshly Punish)

    25 Hunted: Numerous street gangs Frequently (Mo Pow; NCI; Harshly Punish)

    15 Social Complication: Secret ID Frequently, Major

    53 Experience Points

     

  4. Due to the fact that Hero Games finally made their 4th edition stuff available for pdf I decided to convert some characters from the Dark Champions stuff.

     

    So here goes the an insane example, The Harbringer of Justice

     

    The Harbringer of Justice

     

    Val Char Cost Roll Notes

    15 STR 5 12- Lift 200.0kg; 3d6 [1]

    30 DEX 40 15- OCV: 10/DCV: 12

    23 CON 13 14-

    33 INT 23 16- PER Roll 16-

    10 EGO 0 11- ECV: 8 - 8

    38 PRE 28 17- PRE Attack: 7 ½d6

     

    10 OCV 35

    12 DCV 45

    8 OMCV 15

    8 DMCV 15

    6 SPD 40 Phases: 2, 4, 6, 8, 10, 12

     

    8+9 PD 6 Total: 8/17 PD (0/9 rPD)

    5+9 ED 3 Total: 5/14 ED (0/9 rED)

    12 REC 8

    46 END 6

    12 BODY 2

    40 STUN 10 Total Characteristic Cost: 300

     

    Movement: Running: 18m/36m

    Leaping: 4m/8m

    Swimming: 4m/8m

     

    Cost Powers END

    15 Luck 3d6 0

    104 Weapon Pool: Variable Power Pool (Gadget Pool), 80 base + 40 control cost, all slots No lasers or blasters (+0), Invisible Power Effects cannot be traced (Inobvious to [one Sense Group]; +¼), Cosmic (+2) (145 Active Points); all slots No mental powers (-½), Weapons Cannot Be Retrieved In Far-Removed Dimensions (-½), Attacks only (-¼), Weapons must be handheld (-¼), May not summon duplicate weapons (-¼)

    18 Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-½) 0

    17 Mental Defense (17 points total) 0

    8 Power Defense (8 points) 0

    Mask, all slots OIF (-½)

    5 1) Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½) 0

    3 2) Life Support (Expanded Breathing breathing underwater) (5 Active Points); OIF (-½) 0

    3 3) Infrared Perception (Sight Group) (5 Active Points); OIF (-½) 0

    3 4) Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-½) 0

    8 5) +8 versus Range Modifier for Sight Group (12 Active Points); OIF (-½) 0

    8 6) +8 versus Range Modifier for Hearing Group (12 Active Points); OIF (-½) 0

    8 7) High Range Radio Perception (Radio Group) (12 Active Points); OIF (-½) 0

    4 Killing Strike -2 +0 HKA 3d6

    4 Martial Block +2 +2 Block, Abort

    4 Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

    4 Martial Escape +0 +0 50 STR vs. Grabs

    4 Martial Strike +0 +2 9d6 Strike

    3 Martial Throw +0 +1 7d6 +v/10, Target Falls

    4 Nerve Strike -1 +1 4d6 NND

    16 +4 HTH Damage Class(es)

     

    Perks

    11 Money: Filthy Rich

    60 Vehicles & Bases

    2 Deep Cover

    2 Deep Cover

    2 Deep Cover

    2 Deep Cover

    2 Deep Cover

    3 Well-Connected

    1 1) Contact: CIA (2 Active Points) 11-

    1 2) Contact: DEA, RecordsDivision (2 Active Points) 11-

    1 3) Contact: FBI, Behavioral Sciences Unit (2 Active Points) 11-

    1 4) Contact: FBI, Behavioral Sciences Unit 8-

    1 5) Contact: FBI, Counterintelligence Unit (2 Active Points) 11-

    1 6) Contact: FBI, RecordsDivision (2 Active Points) 11-

    1 7) Contact: Interpol, RecordsDivision (2 Active Points) 11-

    1 8) Contact: PRIMUS, RecordsDivision (2 Active Points) 11-

    1 9) Contact: PRIMUS, a Silver Avenger (2 Active Points) 11-

    1 10) Contact: Police Department Paranormal Operative Squad (2 Active Points) 11-

    1 11) Contact: PoliceDepartment, RecordsDivision (2 Active Points) 11-

    1 12) Contact: U.S. Army, Colonel (2 Active Points) 11-

    1 13) Contact: UNTIL (2 Active Points) 11-

    1 14) Contact: UNTIL, RecordsDivision (2 Active Points) 11-

    1 15) Contact: [Campaign city] Penitentiary (2 Active Points) 11-

     

    Talents

    15 Combat Sense 16-

    15 Danger Sense (self only, out of combat, Intuitional) 16-

    5 Eidetic Memory

    3 Resistance (+3 to roll)

    10 Lightning Reflexes (+10 DEX to act first with All Actions)

     

    Skills

    3 Acting 17-

    3 Bugging 16-

    3 Combat Driving 15-

    3 Combat Piloting 15-

    3 Computer Programming 16-

    3 Criminology 16-

    3 Cryptography 16-

    3 Deduction 16-

    3 Demolitions 16-

    3 Disguise 16-

    3 Electronics 16-

    3 Forensic Medicine 16-

    4 Forgery (Commercial Goods, Documents) 16-

    3 Gambling 16-

    3 Interrogation 17-

    3 Inventor 16-

    3 Lockpicking 15-

    3 Mechanics 16-

    3 Mimicry 16-

    3 Paramedics 16-

    3 Security Systems 16-

    3 Shadowing 16-

    3 Stealth 15-

    3 Streetwise 17-

    3 Tactics 16-

    6 TF: Common Motorized Ground Vehicles, Balloons & Zeppelins, Combat Aircraft, Helicopters, Large Planes, Small Planes

    3 AK: Campaign city 16-

    3 Weaponsmith (Energy Weapons, Firearms) 16-

    3 Linguist

    1 1) Language: Arabic (Modern) (fluent conversation) (2 Active Points)

    0 2) Language: English (basic conversation) (1 Active Points)

    1 3) Language: Italian (fluent conversation) (2 Active Points)

    2 4) Language: Japanese (completely fluent) (3 Active Points)

    1 5) Language: Mandarin (fluent conversation) (2 Active Points)

    2 6) Language: Spanish (completely fluent) (3 Active Points)

    3 Scholar

    2 1) KS: Campaign city underworld (3 Active Points) 16-

    2 2) KS: Card Shark and his organization (3 Active Points) 16-

    2 3) KS: Chinese Tongs and the Triad (3 Active Points) 16-

    2 4) KS: High Finance (3 Active Points) 16-

    1 5) KS: Serial Killers and serial killing (2 Active Points) 11-

    2 6) KS: Street Gangs (3 Active Points) 16-

    2 7) KS: Telephone, Sewer, and Utility Subsystems (3 Active Points) 16-

    2 8) KS: The Espionage World (3 Active Points) 16-

    1 9) KS: The Mafia (2 Active Points) 11-

    2 10) KS: The Martial World (3 Active Points) 16-

    2 11) KS: The Mercenar/Militar?errorist World (3 Active Points) 16-

    2 12) KS: The Mexican Mafia (3 Active Points) 16-

    2 13) KS: The Yakuza (3 Active Points) 16-

    1 14) KS: World Criminals (2 Active Points) 11-

    2 15) KS: World Literature (3 Active Points) 16-

    2 16) KS: World Supercriminals (3 Active Points) 16-

    3 Scientist

    2 1) Science Skill: Accounting 16- (3 Active Points)

    2 2) Science Skill: Ballistics 16- (3 Active Points)

    2 3) Science Skill: Biology 16- (3 Active Points)

    2 4) Science Skill: Chemistry 16- (3 Active Points)

    2 5) Science Skill: Dimensional Engineering 16- (3 Active Points)

    2 6) Science Skill: Pharmacology/Toxicology 16- (3 Active Points)

    1 7) Science Skill: Physics 11- (2 Active Points)

    2 8) Science Skill: Psychology/Criminal Psychology 16- (3 Active Points)

    20 +2 with All Attacks

    16 +2 with Ranged Combat

    8 With Gun#1: +4 with any single attack

    12 +4 to offset hit location negative modifiers

     

    Total Powers & Skill Cost: 595

    Total Cost: 894

     

    400+

    Matching Complications

    Psychological Complication: Vigilante Mentality (Common; Total) <<par20

    Psychological Complication: Obsessed with crime fighting (Common; Total)<par15

    Psychological Complication: Mysterious and Enigmatic (Common; Strong)<par15

    Distinctive Features: Blue moon insigma on costume (Easily Concealed; Extreme Reaction; Detectable By Commonly-Used Senses)<par20

    Negative Reputation: Killer vigilante, Very Frequently (Extreme)<par25

    Hunted: An organzied crime group Frequently (Mo Pow; NCI; Harshly Punish)<par20

    Hunted: Card Shark Infrequently (Mo Pow; NCI; Harshly Punish)<par20

    Hunted: Police Frequently (As Pow; NCI; Harshly Punish)<par15

    Social Complication: Secret ID Frequently, Major<

    494 Experience Points<par

    Total Complications Points: 894

     

  5. I was just wondering if any of you have a pulp character that you just don't really like too much?

    I have to say for me it's Doc Savage.  I want to like him but he has the problem of just too perfect as well as rather sexist.  Then there is the 800lb gorilla the Crime College.  The fact that with no arrest, not court hearing, no anything Doc just sends them up to some asylum and performs brain surgery on them.  I mean if this ever got found out it would be nationwide scandal.  Also the fact that he seems to have little or no emotion.  He is just a boring character overall, his aides are the ones with the most personality.

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