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JmOz

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Everything posted by JmOz

  1. Actually not really. My game world uses a number of house rules that I felt would "get in the way" of them being generally useful, or would insight commentary I did not want for this project. While my world has been in development for about twelve years however so some no doubt got in to it... As for guidelines, I will post them when I go updating again but just so you guys know what they are 10-12 DC---Average 11 16-30 Init (dex)---Average 23 4-7 Speed--- Average 5.5 6-12 CV---Average 9 (Not including CSL) 20-30 Def---Average 25 (no real guidelines on resistant) As I was trying to make them as useful as I could for many different types of games, I did use a wide net on abilities (ala the KA's). For inspiration look at 80-90's Titans, X-men, and Avengers
  2. Hero Background is well flushed out: He is an ancestrial hero (Think the Phantom) named the Fox. He has two (or four depending on how you count a couple of them) partners, both of his primary are also missing (Cub and Vixen). He was not a killer but has probably put the hurt on ALOT of people. I also know who the killer is (Don't have a name but have a very good idea about him, his motives, etc,,,). The city is extremly corupt
  3. I need help...I want to do a campeign around a hero going missing and a team of replacements searching for him. Basic set up is that the hero's "grandfather" will assemble the team, provide a base, run support, etc... I already kind of know what happened to the hero, what I don't know is how to run an investigation based campaign...usually it has been fight the bad guys type of thing, which I plan on having a lot of (As the city has gone to hell without the hero). Any suggestions?
  4. Need to plug it...some day I will be publishing a book full of 30 AP 15RP gadgets....
  5. No, but I can see some jokes in world about that considering super heroine costumes...
  6. On Centurian Earth a company called Cleaver Solutions came up with a miracle material that is naturaly clear, nearly indestructable and stretches well, in it's natural state. However there is a solution that can turn it into something similar to normal cloth (with a little bit of work) for a few hours. While in it's altered state it can take dyes and be shaped, cut, etc... Due to how it handles attacks and the commonality of it it is considered OIF (Technicaly it should be IIF, but...) SynthTech Costume 5/5 resistant Protection LS: Intense Heat, Intense Cold, High Pressure
  7. Some good points in here. A lot of characters do have glaring weaknesses, kind of buy design. Beast: defiantly has a problem with flyers...her and Brick could always figure out some kind of combat maneuver to help the two of them deal with that kind of opponent as a team...Maybe Brick could pick her up and throw her at the guy or something Belt: Will be adding a note that he is a noncombat monster at the cost of combat abilities. Been in a game where no one has taken a lot of skills? Every team needs the skill guy as much as the "Strong guy" Blur: Yes a bit of a one trick monkey
  8. As always I love your input, some of the best thought out comments on the thread. BEAST Yah, I know that mechanically you are right, but when I look at the source material (Timber Wolf, Wolverine and ilk, etc...) I see them being the ones who no matter who they are against being able to affect the guy. Maybe not the "strongest" but the most effective. Defiantly seeing this character the most likely to go "Killer" so the HKA is very appropriate IMO. BELT I think you are right that the Acid Capsule needs to be a little less convenient in combat, maybe a real simple get rid of continuous action (Swipe away with hand?) to make it a good way to do a very little body but not have the continuous effect... Yes the Bike is a VERY fast bike, however (and I researched this) it would barely crack the top 5 commercially available... I think you are right about swapping Offensive for Martial strike, changing to skill levels on the kits, and the tactical notes, also a warning that the character is an out of combat monster in exchange for combat efficiency (ie he is the one who will do a lot of the non combat stuff at the cost of not being as good in combat) Blast Will rearrange the top 3 to put the KA into slot 3, of course the AE would hit friends and foes alike... ​Bolt He does not have a penetrating RKA, and yup his MA is miscalculating should state 7d6 (11d6 w/Crossbow club)...I might have a bias for archers (it's what I usually play) ​Brain Remember you still need to spend END to maintain flight...But yes tactically floating very high up, probably take an extra recovery every turn...
  9. I could see Swinging being handled like leaping easily, would also justify the price reduction, personally I feel that both leaping and swinging should be dropped and made limits on flight...however that would be counter productive on leaping,..
  10. Not that hard on most (Multiply meters a turn by 0.3 do web search for km to mile conversion). The problem with leaping was how NCM works with it...
  11. Combined +6 CSL seem alot to me...Will look at revising Brick's Leaping
  12. Okay, hopefuly final round of revisions are up The following are major changes Added line to Powers/Tactics describing typical combat phase and the END per turn it would cost after REC (assuming they did it each turn) to all Added comment on top speed to all (in MPH and KPH) Minor adjustments to most characters attributes -------- Beast: Increased REC Removed 0 END from claws Belt Changed Exploding Combat Disc to Acid CapsuleBrick Heavily Adjusted Attributes Added Life Support Reduced Base Leaping, increasing NCM (btw figuring out mph/kph was a pain) Blast Added END Rec to powers Increased NC Flight Tell me what you think all, also how is the layout?
  13. It's still a work in progress, but this thread inspired my generic heroes and you ar ewelcome to use them if you change their names http://jawedel01.wixsite.com/kountry-gaming/copy-of-hero-games
  14. Good point on Blast. will look deaply at brain.... also have some ideas for belt's blast discs...
  15. Crap...lost that years ago, THANKS LL
  16. As I said last night i am relooking over Brick. I am concerned about his movement. Really feel that he has to much right now. I looked over Beast last night and made some changes but have enot postted them as of yet
  17. Hugh thank you for the detailed post, I truley appreciate it. I will take a look at Brick & beast ​RE: Belt: Yes some of the attacks in the MP are not going to be useful against most Super villains, but useful v. minions and such... The -1/4 for Int instead of the higher was a nod on how "int" based his skills are...and yes the math breaks down to a pointless exercise on the actual cost. (normaly I just put skill levels in the MP and go with it honestly...) RE: Brain: Assuming Ego 15 on a 10d6 roll is a average 35 or +20, I think that is significant...against higher ego or MD the math changes...I also usually make my mentalist with lower dice and huge cumulative. Looking over Champions Complete only 2 villains do not basically fall under that math (Esper and Black Harlequin) RE" Blast: yes Red Pen is in a way more an advantage than not, I admit to some point whoring there... You will note that on Full blast she is going to run out of END fast...yes recoveries is an option but...
  18. Will play around with Beast, droping to half endurance might be an idea. (even full endurance)...
  19. Character has 30m of leaping with x4 NCM and speed 5 Phase 3: He leaps 120m (roll to be accurate or scatter)' Phase 4: in air Phase 5: lands Phase 6 can leap again (using held action from phase 5) Second question In phase 5 could he attack when he lands (assuming all penalties for NCM)?
  20. Made the following changes BOLT Added Motorcycle (Same as Belt's but not in MP) Removed Wrist mounted swinglines Removed Martial Strike Modified Limitation on Weaponsmith Added note about Motorcycle in Powers/Tactics Increased size of picture Blast Added Reduced Penetration to Weak Blast Bought back 1m of Running Changed power description to include use of Weak Blast as a standard attack and ramifications of Reduced Penetration Beast Made changes in Powers and Tactics (corrected misspelling and replaced reference to damage with defense)
  21. I'm more concerned with the fact that some of it is NCM and some is not. I was trying to represent a character who could use NCM as combat movement (that makes sense to me) when she was depowered. So base running 15m, x2 makes it so "normal" movement is 30 then the limitation on the 30m, but then her Superspeed has x16
  22. I'm glad. I was worried that Blur was not that good. My biggest concern was the complexity of her natural running having No NCM and her powered running having Usable as leaping. I really do like the use of usable as leaping to represent common speedster tricks of running up a wall or over a body of water (the idea is that she is still making contact with a surface but she has to get to solid surface type of thing). I am considering making a couple changes on Bolt still. Get rid of his wrist mounted swinglines and a martial maneuver to add a motorcycle similar to Belt's. Him and Beast don't have reasonable long range movement powers (50 mph or more), which for beast I don't see a problem with but for bolt...
  23. Any coments on the revisions?
  24. Last one (brick) is updated
  25. Updated Belt. I am taking a good look at Brick right now.
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