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Icel

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Everything posted by Icel

  1. Icel

    Starcraft War Gear

    Re: Starcraft War Gear Yea, I did does yesterday's night but didn't get to post them, so there it is: A-13 Flash Grenade Launcher: Originally designed as a way to provide illumination to the battlefield, both the delivery system and the projectile have been modified to discharge a maximum burst in the visible white light as well as ultra-violet spectrum. A-13 Flash Grenade Launcher: Sight Group Flash 6d6 (30 Active Points); OAF (Launcher; -1), 2 clips of 6 Charges (Flash Grenade; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4). Total Cost: 10; END Cost: [6]. Laser Nano-Surgery System: With the introduction of nano-conveyed anesthetic and attenuated laser technology, surgery has made amazing advancements. The death rate resulting from the emergency removal of foreign objects or alien viruses is at an all-time low, making such treatment in the field routine. Laser Nano-Surgery System: Dispel 6d6, any foreign objects or alien viruses power one at a time (+1/4), Cumulative (144 points; +1) (40 Active Points); 4 clips of 1 Charge (Nanobots; -1 1/4), OIF (Laser System; -1/2). Total Cost: 14; END Cost: [1].
  2. Icel

    Starcraft War Gear

    Re: Starcraft War Gear Added stim packs and medic healing gun: Stim Pack: When used, those drugs allow soldiers to both fire at a faster rate and their ground speed also increases significantly. There is a cost however; 2d6 STUN are lost for every use of Stim pack. Stim Pack: Aid 3d6, SPD, Running simultaneously (+1/2) (45 Active Points); 2 clips of 1 Charge (Stim Dose; -1 1/2), Self only (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (2d6 STUN Lose; -1/2). Total Cost: 13; END Cost: [1]. Chemical Restoration Injection Gun: The use of those chemical modifiers can greatly enhance the survival rate of soldiers, lengthening the expected battlefield life expectancy to over nine seconds. Chemical Restoration Injection Gun: Healing BODY 3d6+1 (standard effect: 10 points) (33 Active Points); 8 clips of 1 Charge (Chemical Restoration Dose; -1), OAF (Injection Gun; -1). Total Cost: 11; END Cost: 1. edit: changed stim pack to include Variable Effect.
  3. Icel

    Starcraft War Gear

    Re: Starcraft War Gear The Medics wear the same armor the Marine wear. The only thing that may need doing with them is a "healing rifle". I'll do the protoss, but not the zerg.
  4. In the past weeks, In one of my HERO mania, I started to wrote statistics for Starcraft unit's equipment. I'd like to post those here for your comments and help, if needed. Terran Armory Standard-Issue Powered Combat Suit: This armor offers full life-support, NBC shielding and in-field chemical delivery systems. Standard-Issue Powered Combat Suit, all slots OIF Durable (Armor Suit; -1/2): 1) Armor Plating: Armor (15 PD/15 ED), Hardened (+1/4) (56 Active Points); OIF Durable (Armor Suit; -1/2). 2) Life Support System: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (14 Active Points); OIF Durable (Armor Suit; -1/2). 3) NBC shielding: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Radiation) (22 Active Points); OIF Durable (Armor Suit; -1/2). 4) Spotlight Projector: Sight Group Images 1" radius, +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2) (37 Active Points); Only To Create Light (-1), OIF Durable (Armor Suit; -1/2). 5) Sensory Array: High Range Radio Perception (Radio Group) (12 Active Points); OIF Durable (Armor Suit; -1/2). Total Cost: 82; END Cost: 0. Environmental Protection Powered Combat Suit: Those suites are heavier, more durable, and much more heat resistant than the Standard-Issue armor, and provide additional squad-level support. Environmental Protection Powered Combat Suit, all slots OIF Durable (Armor Suit; -1/2): 1) Armor Plating: Armor (10 PD/20 ED), Hardened (+1/4) (56 Active Points); OIF Durable (Armor Suit; -1/2). 2) Life Support System: Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (14 Active Points); OIF Durable (Armor Suit; -1/2). 3) NBC shielding: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Radiation) (22 Active Points); OIF Durable (Armor Suit; -1/2). 4) Environmental Protection: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF Durable (Armor Suit; -1/2). 5) Spotlight Projector: Sight Group Images 1" radius, +/-5 to PER Rolls, Reduced Endurance (0 END; +1/2) (37 Active Points); Only To Create Light (-1), OIF Durable (Armor Suit; -1/2). 6) Sensory Array: High Range Radio Perception (Radio Group) (12 Active Points); OIF Durable (Armor Suit; -1/2). Total Cost: 87; END Cost: 0. Covert Ops Advanced Biosuit: Those uniforms combine the latest in personal stealth technology and a sophisticated sensor suite, which can be used to coordinate nuclear strikes from the front lines. Covert Ops Advanced Biosuit, all slots OIF (Biosuit; -1/2): 1) Bulletproof Vest: Armor (5 PD/10 ED), Hardened (+1/4) (28 Active Points); OIF (Biosuit; -1/2). 2) NBC shielding: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Radiation) (22 Active Points); OIF (Biosuit; -1/2). 3) Sensory Array: High Range Radio Perception (Radio Group) (12 Active Points); OIF (Biosuit; -1/2). 4) Camouflage: (Total: 20 Active Cost, 14 Real Cost) +5 with Stealth (10 Active Points); OIF (Biosuit; -1/2) (Real Cost: 7) plus +5 with Concealment (10 Active Points); OIF (Biosuit; -1/2) (Real Cost: 7). Total Cost: 56; END Cost: 0. C-14 "Impaler" Gauss Rifle: This is a powerful gun which provides even a single soldier with extreme firepower with its fast rate of fire and armor-piercing ammunition. C-14 "Impaler" Gauss Rifle: Multipower, 70-point reserve, (70 Active Points); OAF (Gauss Rifle; -1), Required Hands Two-Handed (-1/2), STR Minimum 6-14 (-1/2), Real Weapon (-1/4): 1) [5u] Bullet Rounds: Killing Attack - Ranged 2d6-1, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Autofire (5 shots; +1/2), 4 clips of 32 Charges (+1/2) (69 Active Points); Beam (-1/4). 2) [5u] U-238 Shells: Killing Attack - Ranged 2d6-1, 4 clips of 16 Charges (+1/4), +1 Increased STUN Multiplier (+1/4), Increased Maximum Range (1,550"; +1/4), Armor Piercing (+1/2), Autofire (5 shots; +1/2) (69 Active Points); Beam (-1/4). 3) [3u] Grenade Rounds: Killing Attack - Ranged 3d6, Explosion (+1/2) (67 Active Points); 6 Charges (-3/4), Can Be Missile Deflected (-1/4). Total Cost: 34; END Cost: 32/16/6. C-10 Canister Rifle: This rifle uses a variety of special munitions to disable or destroy enemy vehicles and personnel. C-10 Canister Rifle: Multipower, 70-point reserve, (70 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum 1-5 (-1/4): 1) [3u] Bullet Rounds: Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/2), No Range Modifier (+1/2), Penetrating (+1/2) (62 Active Points); 2 clips of 8 Charges (Increased Reloading Time; -1/2), Beam (-1/4). 2) [2u] Lockdown Rounds: Entangle 3d6, 3 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (52 Active Points); Limited Power Only Vs. Machines (-1), 2 clips of 3 Charges (-1). Total Cost: 28; END Cost: 8/3. MK-II "Perdition" Flame Thrower: Those arm-mounted flamethrowers are the perfect weapon for clearing close-range targets with decisive results. Few creatures can withstand the constant stream of flames from a flamethrower and survive. MK-II "Perdition" Flame Thrower: Energy Blast 3d6, Area of Effect (11" Cone; +1), Does BODY (+1), Attack Versus Limited Defense (Resistant Energy Defense; +1 1/2) (67 Active Points); No Range (-1/2), OIF (-1/2), 2 clips of 8 Charges (-1/4), Real Weapon (-1/4). Total Cost: 27; END Cost: 8. Stim Pack: When used, those drugs allow soldiers to both fire at a faster rate and their ground speed also increases significantly. There is a cost however; 2d6 STUN are lost for every use of Stim pack. Stim Pack: Aid 3d6, SPD, Running simultaneously (+1/2) (45 Active Points); 2 clips of 1 Charge (Stim Dose; -1 1/2), Self only (-1/2), Costs Endurance (Only Costs END to Activate; -1/2), Increased Endurance Cost (x2 END; -1/2). Total Cost: 11; END Cost: 8, [1]. Biochemical Restoring Injection Gun: The use of those chemical modifiers can greatly enhance the survival rate of soldiers, lengthening the expected battlefield life expectancy to over nine seconds. Biochemical Restoring Injection Gun: Simplified Healing 3d6+1 (33 Active Points); 8 clips of 1 Charge (Biochemical Restoring Dose; -1), OAF (Injection Gun; -1). Total Cost: 11; END Cost: [1]. A-13 Flash Grenade Launcher: Originally designed as a way to provide illumination to the battlefield, both the delivery system and the projectile have been modified to discharge a maximum burst in the visible white light as well as ultra-violet spectrum. A-13 Flash Grenade Launcher: Sight Group Flash 6d6 (30 Active Points); OAF (Launcher; -1), 2 clips of 6 Charges (Flash Grenade; -1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4). Total Cost: 10; END Cost: [6]. Laser Nano-Surgery System: With the introduction of nano-conveyed anesthetic and attenuated laser technology, surgery has made amazing advancements. The death rate resulting from the emergency removal of foreign objects or alien viruses is at an all-time low, making such treatment in the field routine. Laser Nano-Surgery System: Dispel 6d6, any foreign objects or alien viruses power one at a time (+1/4), Cumulative (144 points; +1) (40 Active Points); 4 clips of 1 Charge (Nanobots; -1 1/4), OIF Fragile (Laser System; -3/4). Total Cost: 13; END Cost: [1]. This is what I have so far. I'll continue to work on this, as well as on package deals and maybe vehicles.
  5. Re: My Star Wars Force Powers In Episode III they say that a Jedi think outward, about the people. The Sith think Inward, only of themselves.
  6. Re: Berserker Rage Buildup Black Rose, Thats sounds good, I'll try it. Killer Shrike, I'm familiar with this site. I'll try and see if there is something there that I can use. Thank you both.
  7. Re: Monsters & Spells Review There is the new version of the Fire Elemental: Fire Elemental Val Char Points Total Roll Notes 25 STR 15 25 14- HTH Damage 5d6 END [2] 40 DEX 90 40 17- OCV 13 DCV 13 30 CON 40 30 15- 20 BODY 20 20 13- 15 INT 5 15 12- PER Roll 12- 15 EGO 10 15 12- ECV: 5 15 PRE 5 15 12- PRE Attack: 3d6 10 COM 0 10 11- 5 PD 0 5/10 5/10 PD (0/5 rPD) 9 ED 3 9/24 9/24 ED (0/15 rED) 5 SPD 0 5 Phases: 3, 5, 8, 10, 12 11 REC 0 11 53 END -3 53 48 STUN 0 48 10" Running 8 10" 0" Swimming -2 0" 9" Leaping 4 9" Total Characteristics Cost: 195 Cost Powers END 65 Fiery Body: Desolidification (affected by Water/ Cold), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (130 Active Points); Always On (-1/2), Cannot Pass Through Solid Objects (-1/2) 0 16 Fiery Body: Energy Blast 1d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Continuous (+1), Affects Physical World (+2) (29 Active Points); Always On (-1/2), No Knockback (-1/4) 0 30 Fiery Body: Armor (5 PD/15 ED), Inherent (+1/4), Hardened (+1/4) (45 Active Points); Always On (-1/2) 0 7 Regeneration: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) Notes: No Healing Max (see FREd p. 120). 0 45 Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0 15 Fire: Elemental Control, 30-point powers 16 1) Heatwave: Change Environment 1" radius, +5 Temperature Level Adjustment, Personal Immunity (+1/4), Affects Physical World (+2) (55 Active Points); Extra Time (Extra Segment, -1/2), No Range (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Nonselective Target (-1/4) 5 18 2) Fire Bolt: Energy Blast 2d6, Personal Immunity (+1/4), Explosion (+1/2), Affects Physical World (+2) (37 Active Points); No Knockback (-1/4) 4 15 3) Sun Blast: Sight Group Flash 2d6, Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Affects Physical World (+2) (37 Active Points); No Range (-1/2) 4 20 4) Incinerate: Drain BODY 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Personal Immunity (+1/4), Affects Physical World (+2) (70 Active Points); PD Applies (-1), Others Only (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4) 7 Skills 8 +1 with All Combat Total Powers & Skills Cost: 256 Total Cost: 450 300+ Disadvantages 20 Distinctive Features: Huge Fire Elemental (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Physical Limitation: Huge Size (Frequently, Greatly Impairing) 10 Vulnerability: 1 1/2 x Effect From Cold (Common) 20 Vulnerability: 2 x Effect From Water (Common) 15 Susceptibility: Water, 1d6 damage per Turn (Common) 15 Physical Limitation: Cannot cross running water (Infrequently, Fully Impairing) 10 Physical Limitation: Inhuman Physiology (Infrequently, Greatly Impairing) 15 Psychological Limitation: Bound By Duty (Common, Strong) 15 Psychological Limitation: Must obey anyone who invokes true name (Uncommon, Total) 15 Psychological Limitation: Wants to return home (Common, Strong) Total Disadvantages Points: 150 When making the Conjure Elemental spell I forgot about Amicable for summoning. Now I added it, and so this is how the spell look like: 35 Conjure Elemental: Summon 450-point Elemental, Power Can Draw END from Character or END Reserve (+1/4), Loyal (+1/2) (157 Active Points); Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Extra Time (Full Phase, Delayed Phase, -3/4), Requires A Wizardry Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 16 I have also came up with a new spell for this character: 34 Invoke Elemental Weapon: Killing Attack - Hand-To-Hand 3d6, Power Can Draw END from Character or END Reserve (+1/4), Affects Desolidified Any form of Desolidification (+1/2), No Normal Defense (Force Field; Force Wall; Damage Reduction; +1), Does BODY (+1) (169 Active Points); Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Extra Time (Full Phase, -1/2), No STR Bonus (-1/2), Requires A Wizrdry Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), No Knockback (-1/4) 17
  8. Re: Berserker Rage Buildup I didn't quite understand what you ment, can you try explaining it to me again? maybe with an example? Now, back to the Exalted Commander stuff, I didn't manage to put AoE on the MP because HD says that AoE can only be applied to powers that affect others. Even if I tryed to put Usable as Attack on the MP, it still diodn't let me use AoE. So, a Naked Modifier was me only option. The MP is: Exalted Commander: Multipower, 40-point reserve. and the NM is: Exalted Commander: Area Of Effect (up to 4" Radius; +1); Incantations (Requires Incantations throughout; -1/2) for up to 40 Active Points of Exalted Commander Slots (27 Active Points). Legal? Or should I add "Usable as Attack"?
  9. Re: Berserker Rage Buildup I don't have Fantasy HERO, but this is a nice idea... I would work on that. Thanks for all of your replays, after I'll give it some thought, I'll post the edited power. Edit: Stupid me! I got the worng quote!
  10. Re: Berserker Rage Buildup Now that we got this over with, can you guys have a look at some other powers? I think the first one is highly illegal... Exalted Commander: Multipower, 40-point reserve, all slots Usable Simultaneously (up to 8 people at once; +1) (80 Active Points); all slots Incantations (Requires Incantations throughout; -1/2). 1u- Army March: Running +3" (9" total) (6 Active Points); Incantations (Requires Incantations throughout; -1/2). 2u- Defensive Formation: +5 with DCV (25 Active Points); Incantations (Requires Incantations throughout; -1/2). 2u- War Song: Luck 5d6 (25 Active Points); Incantations (Requires Incantations throughout; -1/2). 3u- Offensive Formation: +5 with HTH Combat (25 Active Points); Incantations (Requires Incantations throughout; -1/2). 3u- Heroic Inspiration: +5 with All Combat (40 Active Points); Incantations (Requires Incantations throughout; -1/2). Man of God: Multipower, 50-point reserve, (50 Active Points); all slots Only When Serving The God's Purposes (-1/2), Requires A Religion Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4). 1u- Symbol of Faith: +25 PRE (25 Active Points); Limited Power Only vs. Enemies of Faith (-1), OIF Fragile (Holy Symbol; -3/4), Limited Power Only To Make PRE Attacks (-1/2), Only When Serving The God's Purposes (-1/2), Requires A Religion Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4). 1u- Divine Protection: Power Defense (5 points) (5 Active Points); Only When Serving The God's Purposes (-1/2), Requires A Religion Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4). 3u- Sacred Presence: Change Environment 2" radius, -2 to Hearing Group PER Rolls, -2 to Sight Group PER Rolls, -2 DCV, -2 OCV, -2" Running, Multiple Combat Effects (50 Active Points); Only When Serving The God's Purposes (-1/2), Requires A Religion Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4). 2u- Divine Touch: Healing BODY 4d6, Can Heal Limbs (45 Active Points); Only When Serving The God's Purposes (-1/2), Does Not Work On Some Damage One Type of Damage (Unholy Damage; -1/4), Requires A Religion Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4). 1u- Holy Zeal: +2 Overall (20 Active Points); Only When Serving The God's Purposes (-1/2), Requires A Religion Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4).
  11. Re: Berserker Rage Buildup Edited Version: Berserker Rage: (Total: 150 Active Cost, 48 Real Cost) Physical Damage Reduction, 75% (40 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Knocked Unconscious After The Rage Is Over; -1), Limited Power Only Work When Enraged (-1/2), Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2), Linked (Knockback Resistance; -1/4) (Real Cost: 11) plus +5 with All Combat (40 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Knocked Unconscious After The Rage Is Over; -1), Limited Power Only Work When Enraged (-1/2), Linked (Power Defense; -1/4) (Real Cost: 14) plus Knockback Resistance -10" (20 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Knocked Unconscious After The Rage Is Over; -1), Linked (Damage Reduction; -1/2), Limited Power Only Work When Enraged (-1/2) (Real Cost: 7) plus +10 Mental Defense (12 points total) (10 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Knocked Unconscious After The Rage Is Over; -1), Linked (Damage Reduction; -1/2), Limited Power Only Work When Enraged (-1/2) (Real Cost: 3) plus Power Defense (10 points) (10 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Knocked Unconscious After The Rage Is Over; -1), Linked (Knockback Resistance; -1/2), Limited Power Only Work When Enraged (-1/2) (Real Cost: 3) plus Mental Damage Reduction, 50% (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Knocked Unconscious After The Rage Is Over; -1), Linked (Damage Reduction; -1/2), Limited Power Only Work When Enraged (-1/2) (Real Cost: 10). Now it cost 8 END per phase, which I think is reasonable (the power should be strained for the user).
  12. Re: Berserker Rage Buildup This is what I came up with: Berserker Rage: (Total: 150 Active Cost, 71 Real Cost) Physical Damage Reduction, 75% (40 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Knocked Unconscious After The Rage Is Over; -1), Limited Power Only Work When Enraged (-1/2), Costs Endurance (-1/2) (Real Cost: 13) plus +5 with All Combat (40 Active Points); Costs Endurance (-1/2), Linked (Power Defense; -1/4) (Real Cost: 23) plus Knockback Resistance -10" (20 Active Points); Costs Endurance (-1/2), Linked (Damage Reduction; -1/2) (Real Cost: 10) plus +10 Mental Defense (12 points total) (10 Active Points); Costs Endurance (-1/2), Linked (Damage Reduction; -1/2) (Real Cost: 5) plus Power Defense (10 points) (10 Active Points); Costs Endurance (-1/2), Linked (Knockback Resistance; -1/2) (Real Cost: 5) plus Mental Damage Reduction, 50% (30 Active Points); Costs Endurance (-1/2), Linked (Damage Reduction; -1/2) (Real Cost: 15) I thought that if they are all linked I only need to bay "Only Work When Enraged" and "Knocked Unconscious After The Rage Is Over" for the first effect. I may have overdone it- the power cost 15 END for phase...
  13. Re: Monsters & Spells Review
  14. I'm working on conversion of character from my home-system to HERO, and I need help with some powers buildup. Berserker Rage is supposed to be one power that gives the character extra defenses and attack power. i.e. You get Damage Resistance, Damage Reduction, Knockback Resistance, Mental Defense and Power Defense, along with +X CSL with attacks. Yes, this is very powerfull- but it also only on when the character is Enraged, in drains END every phase and have Side Effects- you are knocked unconscious after the rage is over. I tryed to built it with a compound power. with little success. Can the powers be Linked together? Idea, anyone?
  15. Re: Help building a "Skirmish" power Sounds good, Just one thing: can CSL be divided between 2 action (damage and defense)? And if so, can I had a limitation for only using Skirmish for those action only?
  16. I built a Conjurer character with the following VPP: 46 Wizardry: Variable Power Pool, 35 base + 11 control cost, all slots Power Can Draw END from Character or END Reserve (+1/4), Cosmic (+2) (90 Active Points); all slots Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Extra Time (Full Phase, Delayed Phase, -3/4), Costs Endurance (-1/2), Requires A Wizardry Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) Now, If you can help me polish his sampled spells and conjured mansters, I'll be grateful. 25 Conjure Elemental: Summon 450-point creatures, Power Can Draw END from Character or END Reserve (+1/4) (112 Active Points); Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 1/2), Incantations (Requires Incantations throughout; Complex; -1), Extra Time (Full Phase, Delayed Phase, -3/4), Requires A Wizardry Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) ===== Elementals (300+150): Earth Elemental Val Char Points Total Roll Notes 50 STR 40 50/70 19- / 23- HTH Damage 10d6/14d6 END [5/7] 13 DEX 9 13 12- OCV 4 DCV 4 40 CON 60 40 17- 30 BODY 40 30 15- 12 INT 2 12 11- PER Roll 11- 16 EGO 12 16 12- ECV: 5 25 PRE 15 25 14- PRE Attack: 5d6 10 COM 0 10 11- 19 PD 9 19/43 19/43 PD (0/20 rPD) 8 ED 0 8/32 8/32 ED (0/20 rED) 3 SPD 7 3 Phases: 4, 8, 12 18 REC 0 18 80 END 0 80 75 STUN 0 75 6" Running 0 6" 0" Swimming -2 0" 2" Leaping -8 2"/6" Total Characteristics Cost: 184 Cost Powers END 45 Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0 60 Earthen Body: Armor (20 PD/20 ED), Inherent (+1/4), Hardened (+1/4) (90 Active Points); Always On (-1/2) 0 60 Earthen Body: Physical Damage Reduction, Resistant, 75%, Inherent (+1/4), Hardened (+1/4) (90 Active Points); Always On (-1/2) 0 27 Earthen Body: Missile Deflection (Any Ranged Attack), Inherent (+1/4), Hardened (+1/4), Persistent (+1/2) (40 Active Points); Always On (-1/2) 0 10 Earthen Body: Knockback Resistance -5", Inherent (+1/4), Hardened (+1/4) (15 Active Points); Always On (-1/2) 0 7 Regeneration: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) Notes: No Healing Max (see FREd p. 120). 0 25 Stone Form: Density Increase (1,600 kg mass, +20 STR, +4 PD/ED, -4" KB), Costs END Only To Activate (+1/4) (25 Active Points) 2 24 Move Through Earth: Tunneling 5" through 5 DEF material, Fill In, x4 Noncombat, Reduced Endurance (0 END; +1/2) (60 Active Points); Only On Appropriate Terrain (Earth or Stone; -1), Restrainable (Hands; -1/2) 0 Skills 8 +1 with All Combat Total Powers & Skills Cost: 266 Total Cost: 450 300+ Disadvantages 20 Distinctive Features: Huge Earth Elemental (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Physical Limitation: Huge Size (Frequently, Greatly Impairing) 20 Enraged: (Common), go 11-, recover 11- 10 Vulnerability: 1 1/2 x Effect From Air Manipulating Powers (Common) 10 Vulnerability: 1 1/2 x Effect From Fire (Common) 10 Vulnerability: 2 x BODY From Silver Weapons (Uncommon) 10 Physical Limitation: Inhuman Physiology (Infrequently, Greatly Impairing) 10 Physical Limitation: Sinks like a stone in water, cant swim or float (Infrequently, Greatly Impairing) 15 Psychological Limitation: Bound By Duty (Common, Strong) 15 Psychological Limitation: Must obey anyone who invokes true name (Uncommon, Total) 15 Psychological Limitation: Wants to return home (Common, Strong) Total Disadvantages Points: 150 Fire Elemental Val Char Points Total Roll Notes 25 STR 15 25 14- HTH Damage 5d6 END [2] 40 DEX 90 40 17- OCV 13 DCV 13 30 CON 40 30 15- 20 BODY 20 20 13- 15 INT 5 15 12- PER Roll 12- 15 EGO 10 15 12- ECV: 5 15 PRE 5 15 12- PRE Attack: 3d6 10 COM 0 10 11- 5 PD 0 5 5 PD (0 rPD) 6 ED 0 6 6 ED (0 rED) 5 SPD 0 5 Phases: 3, 5, 8, 10, 12 11 REC 0 11 53 END -3 53 48 STUN 0 48 10" Running 8 10" 0" Swimming -2 0" 9" Leaping 4 9" Total Characteristics Cost: 192 Cost Powers END 65 Fiery Body: Desolidification (affected by Water/ Cold), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (130 Active Points); Always On (-1/2), Cannot Pass Through Solid Objects (-1/2) 0 16 Fiery Body: Energy Blast 1d6, Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Continuous (+1), Affects Physical World (+2) (29 Active Points); Always On (-1/2), No Knockback (-1/4) 0 7 Regeneration: Healing 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Self Only (-1/2) Notes: No Healing Max (see FREd p. 120). 0 45 Total Life Support: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) 0 15 Fire: Elemental Control, 30-point powers 36 1) Heatwave: Change Environment 1" radius, +10 Temperature Level Adjustment, Personal Immunity (+1/4), Affects Physical World (+2) (104 Active Points); Extra Time (Extra Segment, -1/2), No Range (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Nonselective Target (-1/4) 10 18 2) Fire Bolt: Energy Blast 2d6, Personal Immunity (+1/4), Explosion (+1/2), Affects Physical World (+2) (37 Active Points); No Knockback (-1/4) 4 15 3) Sun Blast: Sight Group Flash 2d6, Personal Immunity (+1/4), Area Of Effect (One Hex; +1/2), Affects Physical World (+2) (37 Active Points); No Range (-1/2) 4 33 4) Incinerate: Drain BODY 3d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Personal Immunity (+1/4), Affects Physical World (+2) (105 Active Points); PD Applies (-1), Others Only (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4) 10 Skills 8 +1 with All Combat Total Powers & Skills Cost: 259 Total Cost: 450 300+ Disadvantages 20 Distinctive Features: Huge Fire Elemental (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Vulnerability: 1 1/2 x Effect From Cold (Common) 20 Vulnerability: 2 x Effect From Water (Common) 15 Susceptibility: Water, 1d6 damage per Turn (Common) 15 Physical Limitation: Cannot cross running water (Infrequently, Fully Impairing) 10 Physical Limitation: Inhuman Physiology (Infrequently, Greatly Impairing) 15 Psychological Limitation: Bound By Duty (Common, Strong) 15 Psychological Limitation: Must obey anyone who invokes true name (Uncommon, Total) 15 Psychological Limitation: Wants to return home (Common, Strong) 15 Psychological Limitation: Protective of Home Terrain (Uncommon, Total) Total Disadvantages Points: 150 ===== I need for you to note any mistakes in those builds.
  17. Re: Help building a "presence" power I don't realy know if I did the Skirmish power correctly. This power supposed simulate a trained scout how get extra damage and defense while moving. It supposed to last until his next turn. The bonus is not accumulated- you get only +2 damage/defense bonus if you move at least half-move each turn. Any thoughts?
  18. Re: Help building a "presence" power Ok, here it is: Ryuu Arashi Val Char Points Total Roll Notes 16 STR 6 16 12- HTH Damage 3d6 END [3] 16 DEX 18 18 13- OCV 6 DCV 6 13 CON 6 13 12- 15 BODY 10 15 12- 15 INT 5 15 12- PER Roll 12-/14- 12 EGO 4 12 11- ECV: 4 12 PRE 2 92 27- PRE Attack: 18d6 14 COM 2 14 12- 4 PD 1 4/13 4/13 PD (0/9 rPD) 4 ED 1 4/13 4/13 ED (0/9 rED) 3 SPD 2 3 Phases: 4, 8, 12 7 REC 2 7 26 END 0 26 30 STUN 0 30 9" Running 6 9" 2" Swimming 0 2" 3" Leaping 0 3" Total Characteristics Cost: 65 Cost Powers END Scout Training 18 1) Skirmish: (Total: 36 Active Cost, 18 Real Cost) Killing Attack - Hand-To-Hand 2d6 (30 Active Points); Limited Power Only After Moving (-1/2), No STR Bonus (-1/2) (Real Cost: 15) plus Armor (2 PD/2 ED) (6 Active Points); Limited Power Only After Moving (-1/2), Instant (-1/2), Nonpersistent (-1/4) (Real Cost: 3) 3 20 2) Evasion: (Total: 60 Active Cost, 20 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Only when Diving For Cover, Dodging, or Flying Dodging (-2) (Real Cost: 10) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Only when Diving For Cover, Dodging, or Flying Dodging (-2) (Real Cost: 10) 0 5 3) Woodland Stride: Gliding 6" (6 Active Points); Ground Gliding (-1/4) 0 Kensai Training 15 1) Ki Surge: Aid STR 3d6 (standard effect: 9 points) (30 Active Points); Costs Endurance (-1/2), Self Only (-1/2) 3 20 2) Ki Presence: +30 PRE (30 Active Points); Limited Power Only For PRE Attacks (-1/2) Priest Prayers 10 1) Turn Undead: +50 PRE (50 Active Points); Limited Power Only To Make PRE Attacks (-1), Limited Power Only vs. Undead Creatures (-1), Extra Time (Extra Phase, -3/4), OIF Fragile (Holy Symbol; -3/4), Only When Serving The God's Purposes (-1/2) 13 2) Spell of Divine Healing: Healing BODY 4d6, Can Heal Limbs (45 Active Points); Extra Time (Extra Segment, -1/2), Increased Endurance Cost (x2 END; -1/2), Only When Serving The God's Purposes (-1/2), Requires A Religion Skill Roll (-1/2), Does Not Work On Some Damage One Type of Damage (Unhollowed) (-1/4), Incantations (Prayer; -1/4) 8 6 3) Shield of Faith: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points); Extra Time (Extra Segment, -1/2), Only When Serving The God's Purposes (-1/2), Requires A Religion Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (Prayer; -1/4), Nonpersistent (-1/4) 2 Racial Abilities 3 1) Life Support (Longevity: 800 Years) 0 1 2) Life Support (Sleeping: Character only has to sleep 4 hours per day) 0 10 3) Low-Light Vision: Ultraviolet Perception (Sight Group), Discriminatory 0 6 4) +2 DEX 4 5) +2 PER with Sight Group 0 Equipment Heavy Leather: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4) 0 Kyuseiretsu: Killing Attack - Hand-To-Hand 4d6+1 (standard effect: 13 BODY, 26 STUN), Autofire (3 shots; +1/4), Armor Piercing (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Double Knockback (+3/4), Reduced Endurance (0 END; +1) (260 Active Points); Independent (-2), OAF (Magical Nodachi; -1), Required Hands Two-Handed (-1/2), STR Minimum 6-14 (-1/2), Real Weapon (-1/4) 0 Perks 4 Fringe Benefit: Priest, Right to Marry: Can perform the marriage ceremony Skills 3 Traveler 1 1) AK: Kara-Tur (2 Active Points) 11- 1 2) AK: The High Forest (2 Active Points) 11- Familiarities 0 1) Acting 8- 0 2) Concealment 8- 0 3) Deduction 8- 0 4) Paramedics (Healing) 8- 0 5) Persuasion 8- 3 Linguist 3 1) Language: Common (completely fluent; literate) (4 Active Points) 0 2) Language: Elven (idiomatic; literate) (5 Active Points) 1 3) Language: Orcish (fluent conversation) (2 Active Points) 2 4) Language: Sylvan (completely fluent) (3 Active Points) Trained Skills 12 1) Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 14- 8 2) Weaponsmith (Swords And Daggers) 15- 7 3) Conversation 29- 7 4) Riding 15- 6 5) WF: Common Melee Weapons, Common Missile Weapons, Nodachi 3 6) PS: Priest 12- 3 7) Climbing 13- 3 8) Shadowing 12- 3 9) Stealth 13- 3 10) Breakfall 13- 3 11) +3 with any single attack with one specific weapon 3 12) Tracking 12- 2 13) Navigation (Land) 12- 2 14) KS: Geography 11- 2 15) TF: Camels, Carts & Carriages, Equines 2 16) KS: Religion 11- Total Powers & Skills Cost: 218 Total Cost: 283 50+ Disadvantages As Part of His Profession: 20 1) Distinctive Features: Ki Presence (Concealable; Extreme Reaction; Detectable By Virtually Everyone) 20 2) Social Limitation: Code of Conduct (Frequently, Severe) 15 3) Psychological Limitation: Bound By Duty (Common, Strong) 10 4) Social Limitation: Vow of Abstaining from Alcohol (Occasionally, Major) Racial Features 5 1) Distinctive Features: Elf (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 4 2) -2 CON 0 Normal Characteristic Maxima Total Disadvantages Points: 74
  19. Re: Help building a "presence" power After reading some D&D to HERO conventions, I edited the character: changed the base to be 50+75, added 165 exp for 12 level character (from this table). I would post the fhinished version later.
  20. Re: Help building a "presence" power Oh... Note to self: need to read to rules more carefully.
  21. Re: Help building a "presence" power Sure, why not? Note that I converted this character from another system (d&d, but with my perspective) and its not a begining character but an experienced one. He started has an Elven Scout, later became a Kensai (weapon master) that infuse his Nodachi with mystical energies (the first one, Hyakuraiken, was lost and he build a new sword, Kyuseiretsu). Later, after he have been killed and resurrected, he choose to became a priest in the church that granted him that miracle. His not over yet, I still play him every week. ===== Ryuu Arashi Val Char Points Total Roll Notes 18 STR 8 18 13- HTH Damage 3 1/2d6 END [4] 16 DEX 18 20 13- OCV 7 DCV 7 14 CON 8 14 12- 13 BODY 6 13 12- 16 INT 6 16 12- PER Roll 12- 16 EGO 12 16 12- ECV: 5 14 PRE 4 74 24- PRE Attack: 14 1/2d6 11 COM 1 11 11- 5 PD 1 5/12 5/12 PD (0/7 rPD) 4 ED 1 4/11 4/11 ED (0/7 rED) 4 SPD 10 4 Phases: 3, 6, 9, 12 8 REC 2 8 28 END 0 28 29 STUN 0 29 9" Running 6 9" 2" Swimming 0 2" 3" Leaping 0 3 1/2" Total Characteristics Cost: 83 Cost Powers END Kensai Training 10 1) Ki Surge: Aid STR 2d6 (standard effect: 6 points) (20 Active Points); Costs Endurance (-1/2), Self Only (-1/2) 2 20 2) Ki Presence: +30 PRE (30 Active Points); Limited Power Only For PRE Attacks (-1/2) Priest Prayers 7 1) Turn Undead: +30 PRE (30 Active Points); Limited Power Power Only Works On Undead (-1), OIF (Holy Symbol; -1/2), Only When Serving The God's Purposes (-1/2), Extra Time (Extra Segment, -1/2), Nonpersistent (-1/4), Requires A Religion Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (Prayer; -1/4) 3 13 2) Spell of Divine Healing: Healing BODY 4d6, Can Heal Limbs (45 Active Points); Extra Time (Extra Segment, -1/2), Increased Endurance Cost (x2 END; -1/2), Only When Serving The God's Purposes (-1/2), Requires A Religion Skill Roll (-1/2), Does Not Work On Some Damage One Type of Damage (Unhollowed) (-1/4), Incantations (Prayer; -1/4) 8 6 3) Shield of Faith: Armor (5 PD/5 ED), Hardened (+1/4) (19 Active Points); Extra Time (Extra Segment, -1/2), Only When Serving The God's Purposes (-1/2), Requires A Religion Skill Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (Prayer; -1/4), Nonpersistent (-1/4) 2 Racial Abilities 3 1) Life Support (Longevity: 800 Years) 0 10 2) Low-Light Vision: Ultraviolet Perception (Sight Group), Discriminatory 0 12 3) +4 DEX Equipment Heavy Leather: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4) 0 Kyuseiretsu: Killing Attack - Hand-To-Hand 4d6+1 (standard effect: 13 BODY, 26 STUN), Autofire (3 shots; +1/4), Armor Piercing (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Double Knockback (+3/4), Reduced Endurance (0 END; +1) (260 Active Points); Independent (-2), OAF Expendable (Very Difficult to obtain new Focus; Magical Nodachi; -1 1/2), Required Hands Two-Handed (-1/2), STR Minimum 6-14 (-1/2), Real Weapon (-1/4) 0 Perks 4 Fringe Benefit: Priest, Right to Marry: Can perform the marriage ceremony Skills 3 Traveler 1 1) AK: Kara-Tur (2 Active Points) 11- 1 2) AK: The High Forest (2 Active Points) 11- Familiarities 0 1) Acting 8- 0 2) Concealment 8- 0 3) Deduction 8- 0 4) Paramedics (Healing) 8- 0 5) Persuasion 8- Languages 0 1) Language: Elven (idiomatic; literate) (5 Active Points) 4 2) Language: Common (completely fluent; literate) 3 3) Language: Sylvan (completely fluent) 2 4) Language: Orcish (fluent conversation) Trained Skills 12 1) Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 14- 8 2) Weaponsmith (Swords And Daggers) 15- 7 3) Conversation 26- 7 4) Riding 15- 6 5) WF: Common Melee Weapons, Common Missile Weapons, Nodachi 3 6) PS: Priest 12- 3 7) Climbing 13- 3 8) Shadowing 12- 3 9) Stealth 13- 3 10) Breakfall 13- 3 11) +3 with any single attack with one specific weapon 3 12) Tracking 12- 2 13) Navigation (Land) 12- 2 14) KS: Geography 11- 2 15) TF: Camels, Carts & Carriages, Equines 2 16) KS: Religion 11- Total Powers & Skills Cost: 169 Total Cost: 251 100+ Disadvantages As Part of His Profession: 20 1) Distinctive Features: Ki Presence (Concealable; Extreme Reaction; Detectable By Virtually Everyone) 20 2) Social Limitation: Code of Conduct (Frequently, Severe) 15 3) Psychological Limitation: Bound By Duty (Common, Strong) 10 4) Social Limitation: Vow of Abstaining from Alcohol (Occasionally, Major) 5 Distinctive Features: Elf (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 0 Normal Characteristic Maxima Total Disadvantages Points: 70 Experience Earned: 81.
  22. Re: Help building a "presence" power Never thought of that, it could work quite well. The only problem is that I wanted the character the be able to suppress his aura. And thats what I did: Distinctive Features: Ki Presence (Concealable; Extreme Reaction; Detectable By Virtually Everyone). Ki Presence: +30 PRE (30 Active Points); Limited Power Only For PRE Attacks (-1/2). I got 74 PRE in the end, 30 for ki, 30 for turn undead and 14 normal.
  23. Re: Help building a "presence" power Ok, I got it. I baught Presence. Nice idea. Perhaps I'll compund it with the PRE.
  24. Re: Help building a "presence" power
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