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starblaze

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  1. 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
  2. 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.
  3. 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.
  4. Pulp Hero is good even if you don't use Hero, it's that good.
  5. Think you can do the 4th edition Champions? Seeker, Quantum, Obsidian, Defender, Jaguar and Solitaire?
  6. Hey, I can do that. Maybe tomorrow night, rather tired right now.
  7. Here is the next one, this one I focus on Character Creation.
  8. Could you point out the champions podcasts? I plan on using either 4th or 5th edition as they are the editions I am the most used to.
  9. I appreciate all the likes but could I get a response?
  10. So I noticed that there was no real videos about the Champions/Hero System on youtube or anywhere for that matter. There are a lot of information about other rpg stuff but as far as I could tell there was nothing explaining Champions/Hero System to anyone. So I decided after getting my own web camera to make a series of videos myself. So here is the video.
  11. I like this. it's kind of like the Batman/Bruce Wayne story but with a twist.
  12. Here is the last member of the G.O.S.H. team. G.I.A.N.T. Sgt. Mike McCoy VAL CHA Cost Roll Notes 50 STR 10 19- HTH Damage 10d6 END [2] 18 DEX 16 13- 13 CON 3 12- 15 INT 5 12- PER Roll 12- 13 EGO 3 12- 20 PRE 10 13- PRE Attack: 4d6 6 OCV 15 3 DCV 0 4 OMCV 3 4 DMCV 3 5 SPD 30 Phases: 3, 5, 8, 10, 12 7 PD 5 7 PD (0 rPD) 7 ED 5 7 ED (0 rED) 6 REC 2 26 END 2 13 BODY 3 20 STUN 0 Movement Cost Meters Notes RUNNING 0 42m/84m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward Characteristics Total: 115 Cost Powers Tank Battlesuit, all slots OIF Bulky (-1) - END= 5 1) Sight Group Flash Defense (10 points) (10 Active Points); OIF Bulky (-1) - END=0 5 2) Power Defense (10 points) (10 Active Points); OIF Bulky (-1) - END=0 4 3) Radio Perception (8 Active Points); OIF Bulky (-1) - END=0 22 4) Growth (+15 STR, +5 CON, +5 PRE, +3 PD, +3 ED, +3 BODY, +6 STUN, +1m Reach, +12m Running, -6m KB, 101-800 kg, +2 to OCV to hit, +2 to PER Rolls to perceive character, 2-4m tall, 1-2m wide), Persistent (+1/4), Reduced Endurance (0 END; +1/2) (44 Active Points); OIF Bulky (-1) - END=0 5 5) Life Support (Self-Contained Breathing) (10 Active Points); OIF Bulky (-1) - END=0 2 6) Infrared Perception (Sight Group) (5 Active Points); OIF Bulky (-1) - END=0 22 Multipower, 45-point reserve, (45 Active Points); all slots OIF Bulky (-1) - END= 2f 1) +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points); OIF Bulky (-1) - END= 2f 2) Running +30m (42m total), Reduced Endurance (0 END; +1/2) (45 Active Points); OIF Bulky (-1) - END= Powers Total: 69 Cost Skills 2 AK: The Front 11- 13 Combat Driving 18- 1 KS: Axis troops and tactics 8- 2 KS: Armored Calvery 11- 3 Mechanics 12- 2 PS: U.S. Army Tanker NCO 11- 2 WF: Small Arms 10 +1 with All Attacks Skills Total: 35 Cost Perks 2 Fringe Benefit: Sergeant Perks Total: 2 Value Complications 20 Psychological Complication: Torn between racial pride and military expediency. (Common; Total) 10 Hunted: G.O.S.H. Frequently (Mo Pow; Watching) 10 Distinctive Features: Black man in 1940's america (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 20 Hunted: Axis Military Frequently (Mo Pow; Harshly Punish) Complications Points: 60 Base Points: 300 Experience: 0 Experience Unspent: 0 Total Character Cost: 221
  13. Explain how superhero games are different than other rpgs
  14. He is mentioned as being killed by VIPER when they finally catch up with him. It is mentioned in the 4th edition champions universe book.
  15. I am trying to put these in line with the rules. The rules are 'interesting'. They're not bad just a bit odd. Their builds vary from very powerful to really low powered.
  16. Here is my favorite flying glass cannon. American Beauty VAL CHA Cost Roll Notes 13 STR 3 12- HTH Damage 2 1/2d6 END [1] 18 DEX 16 13- 18 CON 8 13- 23 INT 13 14- PER Roll 14- 10 EGO 0 11- 15 PRE 5 12- PRE Attack: 3d6 6 OCV 15 6 DCV 15 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 7 PD 5 7 PD (7 rPD) 7 ED 5 7 ED (7 rED) 7 REC 3 36 END 4 10 BODY 0 26 STUN 3 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 10m/20m Characteristics Total: 125 Cost Powers 79 Multipower, 79-point reserve - END= 7f 1) Blast 10d6, Area Of Effect (20m Radius Explosion; +1/2) (75 Active Points) - END=7 5f 2) Blast 9d6, Personal Immunity (+1/4), Area Of Effect (20m Radius Explosion; +1/2) (79 Active Points); No Range (-1/2) - END=8 8f 3) Shrapnel: Killing Attack - Ranged 3d6, Armor Piercing (+1/4), Area Of Effect (20m Radius Explosion; +1/2) (79 Active Points) - END=8 7f 4) Concussions: Blast 7d6, Area Of Effect (20m Radius Explosion; +1/2), Double Knockback (+1/2) (70 Active Points) - END=7 4f 5) (Total: 42 Active Cost, 42 Real Cost) Hearing Group Flash 4d6 (Real Cost: 12) plus Sight Group Flash 6d6 (Real Cost: 30) - END=4 3 Resistant (+1/2) (3 Active Points) applied to ED - END= 3 Resistant (+1/2) (3 Active Points) applied to PD - END= 10 Flight 10m - END=1 10 Luck 2d6 - END=0 Powers Total: 136 Cost Skills 3 Acting 12- 3 Demolitions 14- 2 KS 11- 3 Linguist 2 1) Language: Algonquin (completely fluent) (3 Active Points) 2 2) Language: Arabic (Modern) (completely fluent) (3 Active Points) 2 3) Language: French (completely fluent) (3 Active Points) 2 4) Language: German (completely fluent) (3 Active Points) 2 5) Language: Italian (completely fluent) (3 Active Points) 2 6) Language: Japanese (completely fluent) (3 Active Points) 2 7) Language: Mandarin (completely fluent) (3 Active Points) 2 8) Language: Russian (completely fluent) (3 Active Points) 2 9) Language: Yiddish (completely fluent) (3 Active Points) 3 Scientist 2 1) Science Skill 14- (3 Active Points) 2 2) Science Skill 14- (3 Active Points) 2 3) Science Skill: Physics 14- (3 Active Points) 2 4) Science Skill: Rocket Science 14- (3 Active Points) 3 PS: Rocket Fuel Scientist 14- 15 +3 with Multipower 3 Persuasion 12- Skills Total: 61 Cost Talents 9 +3/+3d6 Striking Appearance (vs. all characters) Talents Total: 9 Value Complications 20 Psychological Complication: Law Abiding and Protect Innocents (Common; Total) 20 Psychological Complication: High Strung and nervous, tends to "go off". (Common; Total) 15 Social Complication: Secret ID Frequently, Major 5 Hunted: League of Superhero Decency Infrequently (Less Pow; NCI; Mildly Punish) Complications Points: 60 Base Points: 300 Experience: 31 Experience Unspent: 0 Total Character Cost: 331
  17. Vanguard Jr. is up. I think some mistakes were made with the Martial Arts. Vanguard Jr. VAL CHA Cost Roll Notes 20 STR 10 13- HTH Damage 4d6 END [2] 23 DEX 26 14- 13 CON 3 12- 18 INT 8 13- PER Roll 13- 11 EGO 1 11- 13 PRE 3 12- PRE Attack: 2 1/2d6 8 OCV 25 8 DCV 25 4 OMCV 3 4 DMCV 3 5 SPD 30 Phases: 3, 5, 8, 10, 12 12 PD 10 12 PD (12 rPD) 12 ED 10 12 ED (12 rED) 7 REC 3 26 END 2 11 BODY 1 28 STUN 4 Movement Cost Meters Notes RUNNING 0 12m/24m END [1] SWIMMING 0 4m/8m END [1] LEAPING 0 54m 54m forward, 27m upward Characteristics Total: 167 Cost Powers 9 Hardened (+1/4), Resistant (+1/2) (9 Active Points) applied to PD - END= 9 Hardened (+1/4), Resistant (+1/2) (9 Active Points) applied to ED - END= 5 Power Defense (5 points) - END=0 25 Leaping +50m (54m forward, 27m upward) - END=2 Powers Total: 48 Cost Martial Arts 3 Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 4d6 +v/10 Strike; You Fall, Target Falls; FMove 4 Bear Hug: 1/2 Phase, +0 OCV, +0 DCV, 8d6 Crush, Must Follow Grab 5 Jump On: 1/2 Phase, -2 OCV, +1 DCV, 8d6 Strike 4 Belt: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike 3 Arm Lock: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on 4 Duck: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Total: 23 Value Complications 15 Social Complication: Secret ID Frequently, Major 20 Psychological Complication: Code of the Hero (Common; Total) 15 Psychological Complication: Hero Worships Dad (Common; Strong) Complications Points: 50 Base Points: 275 Experience: 0 Experience Unspent: 0 Total Character Cost: 238
  18. Next up, Vanguard Vanguard VAL CHA Cost Roll Notes 30 STR 20 15- HTH Damage 6d6 END [3] 18 DEX 16 13- 18 CON 8 13- 13 INT 3 12- PER Roll 12- 14 EGO 4 12- 18 PRE 8 13- PRE Attack: 3 1/2d6 6 OCV 15 6 DCV 15 5 OMCV 6 5 DMCV 6 5 SPD 30 Phases: 3, 5, 8, 10, 12 17 PD 15 17 PD (17 rPD) 17 ED 15 17 ED (17 rED) 18 REC 14 36 END 4 12 BODY 2 36 STUN 8 Movement Cost Meters Notes RUNNING -2 14m/28m END [2] SWIMMING 0 4m/8m END [1] LEAPING 0 44m 44m forward, 22m upward Characteristics Total: 187 Cost Powers 13 Hardened (+1/4), Resistant (+1/2) (13 Active Points) applied to PD - END= 13 Hardened (+1/4), Resistant (+1/2) (13 Active Points) applied to ED - END= 10 Power Defense (10 points) - END=0 20 Leaping +40m (44m forward, 22m upward) - END=2 4 Running +4m (14m total) - END=1 Powers Total: 60 Cost Martial Arts Alligator Wrestling 3 1) Slam: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls 4 2) Crush: 1/2 Phase, +0 OCV, +0 DCV, 10d6 Crush, Must Follow Grab 5 3) Stomp: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 4 4) Smash: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 3 5) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on 4 6) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Total: 23 Cost Skills 4 PS 13- 6 +2 with alligator wrestling Skills Total: 10 Cost Perks 20 Follower Perks Total: 20 Value Complications 20 Psychological Complication: Code of the Hero (Common; Total) 20 Psychological Complication: Ultra Superpatriot (Common; Total) 15 Social Complication: Secret ID Frequently, Major 10 Dependent NPC: Wife Infrequently (Normal) Complications Points: 65 Base Points: 300 Experience: 0 Experience Unspent: 0 Total Character Cost: 300
  19. Here is Minuteman. Now that I have the GAC pdf I can get to work on more of these Minute Man VAL CHA Cost Roll Notes 20 STR 10 13- HTH Damage 4d6 END [2] 28 DEX 36 15- / 17- 23 CON 13 14- 10 INT 0 11- PER Roll 11- 10 EGO 0 11- 15 PRE 5 12- PRE Attack: 3d6 9 OCV 30 9 DCV 30 3 OMCV 0 3 DMCV 0 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12/2, 3, 4, 6, 7, 8, 10, 11, 12 4 PD 2 4/19 PD (0/15 rPD) 5 ED 3 5/20 ED (0/15 rED) 9 REC 5 60 END 8 13 BODY 3 35 STUN 8 Movement Cost Meters Notes RUNNING 0 60m/1920m END [6] SWIMMING 0 4m/8m END [1] LEAPING 0 4m 4m forward, 2m upward FLIGHT 48m/96m Characteristics Total: 193 Cost Powers Super Speed Boost, all slots 1 Continuing Charge lasting 1 Minute (-1) - END= 47 1) (Total: 100 Active Cost, 47 Real Cost) +10 DEX (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 10) plus +3 SPD (30 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 15) plus Running 0m (60m total), x32 Noncombat (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Linked (Running; -1/2) (Real Cost: 8) plus +3 OCV (15 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 7) plus +3 DCV (15 Active Points); 1 Continuing Charge lasting 1 Minute (-1) (Real Cost: 7) - END=0 48 Multipower, 48-point reserve - END= 5f 1) Running +48m (60m total) (48 Active Points) - END=5 4f 2) Flight 48m (48 Active Points); Only In Contact With A Surface (-1/4) - END=5 10 Increased Arc Of Perception (360 Degrees) with Sight Group - END=0 22 Resistant Protection (15 PD/15 ED) (45 Active Points); Linked (Running; -1/2), Costs Endurance (-1/2) - END=4 48 Killing Attack - Hand-To-Hand 3 1/2d6 (4d6+1 w/STR), Area Of Effect (1m Surface; +1/4), Constant (+1/2) (96 Active Points); Only vs. bindings, and pickable locks (-1) - END=10 Powers Total: 184 Cost Skills 1 KS: Axis Troops and Tactics 8- 2 AK: Campaign City 11- 3 Bureaucratics 12- 2 WF: Small Arms 2 KS: U.S. Army Air Force 11- 3 PS: Test Pilot/ Combat Pilot 15- (17-) 3 Tactics 11- 8 +1 with HTH Combat Skills Total: 24 Cost Perks 3 Fringe Benefit: Lieutenant Perks Total: 3 Value Complications 15 Psychological Complication: Super Patriot (Common; Strong) 15 Psychological Complication: Impatient, Hyperactive, Talkative (Common; Strong) 5 Hunted: Assorted Ex-wife's lawyers Infrequently (Less Pow; NCI; Mildly Punish) 25 Hunted by Nazis, Japs and Sometimes Commies: Frequently (Mo Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 5 Rivalry: Professional (Non-american flag-suited speedsters; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Hunted: U.S. Army/Air Force Frequently (Mo Pow; Watching) Complications Points: 75 Base Points: 400 Experience: 4 Experience Unspent: 0 Total Character Cost: 404
  20. So true. One of the reasons I stopped running Hero after a while was because I got tired of doing all the work because people were so intimidated by the system. They had no problem making 3rd edition D&D characters with its numerous splat books and mountains of feats. That was because most of the work was done for them and they did not need to make everything from scratch. That is one of the reasons I find myself appreciating 4th edition nowadays because the BBB is much more user-friendly then the later editions.
  21. I just bought the Justice Inc. box set with the Lands of Mystery for only $10.00 plus $6.00 shipping and handling! I can't wait for this to come in the mail. Lands of Mystery sells for $90.00! on Amazon and i am getting it and the Justice Inc box set for $10.00! WOOT! Man I am playing this game! This was in a lot of ways a ground-breaking Hero product. It was one of the first to change how martial arts worked and just was a lot of fun. I first played it in Job Corps and I played a WW1 boxer who used to be a demolitions man in the army. Awesome!
  22. So I have decided to run Day of the Destroyer at Gary Con next year. I have decided that Gary Con is a con celebrates older games that i would run using the 5th edition ruleset. However now that i am getting the Champions team together I was considering bumping them up some points as I don't want to be creamed in the first fight the Dr D. So for those of you who know about Seeker, Quantum, Jaguar, Defender, Obsidian and Solitaire do you I should improve on them or just use them straight of the book?
  23. You know I actually like Hero Maker but there are no computers with an A drive anymore and you can't download it. Also I could figure how to print characters with a new printer. This reminds me of the earlier Dragon magazine when they used to put gaming stuff for other systems. Then when WOTC took over that ended it.
  24. Some racial diversity could work too. I can imagine Renny (one of my favorite characters) being a black with huge fists.
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