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Posts posted by starblaze
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This reminds me of Demon Flux from the 4th edition version of Demon. They were the face group that looked like a magical VIPER but where really just a front.
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Street magic from Shadows of the City had magic in it, although it was dark evil ritualistic magic.
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So how does a team of magic girls handle the urban abyss?
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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.
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Digital Hero has a Star Hero adventure called the Helmet of Dr. Destroyer. It deals with the ultimate fate of Dr. D.
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On 3/25/2017 at 12:19 PM, Deadman said:
Worked up a few more. I am really pleased with how Ripper turned out.
Ripper, Esper, Ogre, Oculon, Cybermind and Onslaught
Always liked the whining Oculan.
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On 3/25/2017 at 12:19 PM, Deadman said:
Worked up a few more. I am really pleased with how Ripper turned out.
Ripper, Esper, Ogre, Oculon, Cybermind and Onslaught
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Will there be a download for Hero Designer for this type Champions game?
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I remember Batman TAS had a trio of bored rich guys who dressed up in animal masks and committed robberies for the thrill.
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Are you going to be running this at any Cons in the near future?
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How about Only in Hero ID? The idea that he has a suit of armor that he rarely loses? Or simply instant change?
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He couldn't understand why he would humble himself to pretend to be human among all of humanity. But then humility is not Luthor's strong suit.
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It was pointed by Batman that Superman is hiding in plain sight. Because he doesn't wear a mask and everyone knew that he was an alien from Krypton it was assumed that he was Superman all the time.
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Looks like this old mystery may be finally solved.
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My favorite top ten 4th edition Champions supplement.
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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.
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Got to start working on the bad guys
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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
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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
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I will get back to doing this soon, RL and me being lazy has kept me away. I think I will give my list of the top ten supplements for Champions.
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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.
Older Versions of Champions Character Generators
in HERO Designer
Posted
Why does every character have normal cha maxima?