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starblaze

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  1. 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.

  2. 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

     

  3. 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

     

  4. 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.

  5. 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.

     

  6.  

    The Crime Boss

    Caspar Brown remembers it like it was yesterday. A child from a war torn African country, he had been adopted by a kindly and affluent American couple. Oh, what a wonderland the US seemed in comparison to the horrors back home. His two new parents, and their daughter, seemed determined to win him over. They were rich, they were powerful, and their hearts were pure.
     
    How little that all meant. Caspar remembers his adopted sister's hat getting caught by a stiff wind and blowing into the alleyway behind the playhouse. He recalled them going to retrieve it, and yes, he clearly remembers the man who held up the Browns at gun point, and then shot them in cold blood. Had their murderer's gun not jammed, he and his sister would have surely joined them.
     
    While his sister cried over the bodies, Caspar watched the gun man flee, and at that young age, he had his epiphany. 
    It was all about power.
    A king could shine his crown all he wanted, but if the man with the sword next to him wanted him dead, he would be. The noblest heart could be stopped by a piece of lead tearing through it, and all those good deeds wouldn't protect it. No one was ever safe, not really. 
     
    The best way to defend against monsters was to become the biggest monster out there. Taking his share of his inheritance, Caspar went around the world, learning the many methods of monsterdom. He learned how to fight, of course. Perhaps he'd never been the greatest, but he was a black belt twice over. He learned how to earn one's trust, and then betray them. He learned how to make money both legally and otherwise. He learned as much as he could about everything, really. Knowledge is another form of power, after all.
     
    And then he returned to the city and put his plan in motion. Covertly funding street gangs under the nickname "Mr. Ghost", outfitting them with weapons, he watched as entire neighborhoods tore themselves apart in gang wars... and then he stepped in and saved those same neighborhood as Mr. Caspar Brown, wealthy philanthropist. Of course, he wasn't stopping the crime, not really, he was stream lining it, hiding it, and making it more efficient.  People didn't really care about decency, they wanted order, and he gave it to them. Who cares about murder in the streets if it only involves a prostitute? Who cared if the system for maximum penalties and minimal rehabilitation meant those who entered in criminal activities had no where to go but down? By playing both Sinner and Saint, Caspar has forced the poor and desperate into his umbrella, while using surgical strikes (Such as drug addition, blackmail, and bribes) against those in power.
     
    To this day, few know that Mr. Ghost and Caspar are one in the same. However, that does not mean the city is truly his. There are contenders for the title of top crime boss, at least two others that rival his power. He plays along, speaks of respecting territory and the like, but it's only a matter of time before he makes his move. Mr. Ghost will be king of all monsters, and he will have both the crown and the sword.
     

    Mr. Ghost is not blind to the fact that superheroes are a whole new level of power. He wants that same power for himself so badly he can taste it, but he's cautious. Relying on tech means that power actually belongs to the creator of the tech who would maintain it. Mysticism often involves a risk to the freedom of one's soul, and while Caspar's soul maybe twisted, it is still his own and he intends to keep it that way. To test things out, he has had his dear sweet sister on 'vacation', where she has been altered through experimentation and brainwashed to his specifications. When she returns, he plans to use her as his personal assassin, and observe her track record and look out for side effects. If it's a truly rousing success, he may take the procedure himself. She's due to return in the next month. He looks forward to the reunion.

     
    QUOTE: (As Caspar Brown) "People have mentioned that I am hard on crime. They say I hold vengeance in my heart for what happened to my parents in that alley. But I do not do what I do to avenge my pain. I do it so no other eight year old child will experience what I have. I do it to keep the monsters in the shadows where they belong."
     
    (As Mr. Ghost) "You think you can stop me? Stop me from what? You think if you strike the head from the snake the body will die, ,but no. We are not one body, we are, each and all of us, monsters to the core, held to common purpose by my will for I am the King of the monsters here. This city would tear itself apart if not for my holding the reins. You should be grateful."

     

    I like this.  it's kind of like the Batman/Bruce Wayne story but with a twist.

  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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.

  13. Well "Batman" (1943) and "Batman and Robin" (1949)  were both serious, or as serious as a early serial could be.   The "Green Hornet" (1966) was treated much more seriously than "Batman"(1966). 

     

    While the Adam West version of Batman was the only campy version and distanced itself from pretty much every version of the character at that time and arguably since.  So when they chose to make a feeble attempt at campy comedy with Green Hornet it was even worse than simply crapping on it.

     

    I imagine a comedic director of Mel Brooks' caliber might have pulled it off.   But Rogan is the unfunniest non-comedian destroying the big screen in modern times.   I mean the most humorous thing I have ever seen him accomplish was 7th grade potty humor. 

     

    Green Hornet didn't bomb because it was an obscure Pulp character.  It failed because it was simply a bad movie. 

    1) it just wasn't funny and so didn't win over anyone that thought they had paid to watch a comedy.

    2) because anyone familiar with the character was left wondering WTF?

     

    Seth Rogan just never did it for me.

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