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Duke

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Posts posted by Duke

  1. Re: Dr. Doom vs Iron Man

     

    I think that they like to keep Dooms armour looking almost medieval due to the fact that he is a sorcerer. It may look ancient in design but it might have all the bells and whistles. Actually that is something Marvel should probably touch more on is Dooms ability to mix magic and science.

  2. Re: Duke (art and characters)

     

    Thats the name of it!

    Hero Machine.

     

    You know I can tell you how to do the metal in this style. Actually this style of colouring is not my typical way I do illustrations. I've just been attempting to master it as of late since I have seen it in so many comic books now.

  3. Re: Duke (art and characters)

     

    yamamura thanks!

     

    Actually I'm trying my best to stay away from some static facial expressions that I tend to get caught in by habit. Is the facial expression just really wrong, or do you think it just is not representing the image well?

  4. Re: Duke (art and characters)

     

    Blue, Thanks!

     

    QuestionMan, sure thing man. How has your vancouver game been going?

     

    Storn, I think I know what to do to fix that angle on that leg, but I'm of the mindset that it may be too much work to bother with and best just to press forward onto an new illustration.

     

    Yeah the design is a bit unusal. My player actually sent me a picture with that hero generator program that a lot of people use. The name of the flash program escapes me at the moment.

     

    I agree now that I am looking at it, his arm is too long. Do you ever find that when you are drawing that you tend to draw at an angle and then once you see it flat straight on after scanning it that many things are out of scale, or perspective. I think that because I draw at an angle that my perception is skewed and that tends to be the cause of a lot of distortion that I don't detect right away.

     

    Thanks for the advice dude.

  5. Re: Goth Henchmen?

     

    Depending on how many you have you could do a few creative things with a gang of Goths.

     

    1. Webweaver - This goth has spiderweb tattoos adorning their body and the tattoos can become active to form a low powered entangle.

    2. Mortis - The touch of this goth can cause stiffness in joints and slow down the target of the attack. Perhaps just a drain of running or something like that.

    3. Envy - Emotionally cause others to fall in lust for them seeing others as potential threats to them being with Envy.

    4. Noir - Simple low powered darkness ablility.

     

    Those are few just off the top of my head. Generally the current age goth fashion is to listen to synthpop/industrial rather then the depressing sounds of the Cure or Bauhaus.

     

    The dress in more of a cyber goth fashion style as well then velvet and poet shirts. Off the top of my head I can type a link though I'm not sure if it is the correct address. http://www.plastikwrap.com

    This may help you with a fresh look for your players.

  6. Re: Characer: KolossAright I got rid of the density increase, and the armour.I just added in the physical characteristics, though I did not buy the kb resistance. I decided to give her damage reduction instead and an autofire punch with her hand to hand attack to represent that you get hit with the two fists instead of one. I'm not sure if I purchased it right but check it out and let me know.KolossPlayer: NPC

    Val Char Cost
    25 STR 20
    17 DEX 21
    20 CON 20
    18 BODY 16
    10 INT 0
    10 EGO 0
    12 PRE 2
    8 COM -1
    5 PD 0
    4 ED 0
    3 SPD 3
    10 REC 2
    40 END 0
    41 STUN 0
    6" RUN02" SWIM05" LEAP0Characteristics Cost: 83
    Cost Power END
    5 Four Arms: Extra Limb (1) 0
    8 Two Fisted Attack: Hand-To-Hand Attack +2d6, Autofire (2 shots; Two Fisted Punch; +1/4) (12 Active Points); Hand-To-Hand Attack (-1/2) 1
    30 Physical Damage Reduction, Resistant, 50% 0
    Powers Cost: 43
    Cost Martial Arts Maneuver
    5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
    5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 5d6 Strike
    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike
    Martial Arts Cost: 15
    Cost Skill
    0 Acting 8-
    3 Climbing 12-
    0 Concealment 8-
    0 Conversation 8-
    0 Deduction 8-
    0 Language: English (fluent conversation; literate) (3 Active Points)
    3 Paramedics 11-
    0 Persuasion 8-
    0 PS: Boxing 8-
    0 Shadowing 8-
    0 Stealth 8-
    3 Acrobatics 12-
    3 Breakfall 12-
    3 Hoist 11-
    1 TF: Small Motorized Ground Vehicles
    0 CK: Millennium City 8-
    Skills Cost: 16
    Val Disadvantages
    20 Normal Characteristic Maxima
    20 Distinctive Features: Additional Arms (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
    10 Enraged: When she suffers half her body (Common), go 8-, recover 14-
    25 Physical Limitation: Heavy Frame weighs 200kg (All the Time, Fully Impairing)
    Disadvantage Points: 75

    Base Points: 75Experience Required: 7Total Experience Available: 7Experience Unspent: 0Total Character Cost: 157

    Height: 1.96 m Hair: Brown
    Weight: 200.00 kg Eyes: Brown
    Appearance: Personality: Maud has no bonds save that of her group the New Order. A close family relation has developed between them and she will do all that she can to protect them. Together they search for a cure to each of their individual flaws.Quote:I'm far too much for you to handle.Background: Maud was born through a genetic process by splicing the genes of a super-human known as Panzer. A product of WWII Panzer was an experiment to breed a perfect soldier for the war. Though the research was lost Maud's own growth was done by splicing the genes of specifically chosen humans and merging them with Panzer. The reason was to attempt to perfect and analyse the process that scientist had done years before. Four others were also genetically grown successfully with her at several different times. Each case developed a genetic flaw if you will. In Maud's case she was born with four arms. Her size and weight were well beyond that of a normal human being.Powers/Tactics: Campaign Use: 
  7. Re: Characer: Koloss

     

    Why is it frowned upon in 5th edition? How would you say then that it would be part of their genetic make up that is just natural for them and they can't turn it on or turn it off?

     

    Thanks for the complement, she should have been done ages ago but I just never had time to finish colouring her.

  8. Here is the fourth member of the New Order Crew. Just a bunch of bad guys I made for my group to fight.

    koloss.jpg
    KolossPlayer: NPC
    Val** Char*** Cost
    25** STR 10
    17** DEX 21
    20** CON 20
    18** BODY 16
    10** INT 0
    10** EGO 0
    12** PRE 2
    8** COM -1
    *
    25** PD 0
    5** ED 0
    3** SPD 3
    10** REC 4
    40** END 0
    40** STUN 2
    *6"**RUN02"**SWIM010"**LEAP0Characteristics Cost: 77
    Cost** Power END
    5** Extra Limb (1)* 0
    7** Density Increase (200 kg mass, +5 STR, +1 PD/ED, -1" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (10 Active Points); Always On (-1/2)* 0
    10** Leaping +5" (10" forward, 5" upward) (x4 Noncombat)* 1
    25** Armor (20 PD/0 ED), Inherent (+1/4) (37 Active Points); Always On (-1/2)* 0
    Powers Cost: 47
    Cost** Martial Arts Maneuver
    5** Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort*
    5** Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 5d6 Strike*
    5** Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 9d6 Strike*
    Martial Arts Cost: 15
    Cost** Skill
    0** Acting 8-*
    3** Climbing 12-*
    0** Concealment 8-*
    0** Conversation 8-*
    0** Deduction 8-*
    0** Language: English (fluent conversation; literate) (3 Active Points)*
    3** Paramedics 11-*
    0** Persuasion 8-*
    0** PS: Boxing 8-*
    0** Shadowing 8-*
    0** Stealth 8-*
    3** Acrobatics 12-*
    3** Breakfall 12-*
    3** Hoist 11-*
    1** TF: Small Motorized Ground Vehicles*
    0** CK: Millennium City 8-*
    Skills Cost: 16
    Val** Disadvantages
    20** Normal Characteristic Maxima*
    20** Distinctive Features: Additional Arms (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)*
    35** Enraged: (Common), go 11-, recover 8-, Berserk*
    Disadvantage Points: 75

    Base Points: 75Experience Required: 5Total Experience Available: 7Experience Unspent: 2Total Character Cost: 155

    Height: 1.96 m Hair: Brown
    Weight: 200.00 kg Eyes: Brown
    Appearance: Personality: Maud has no bonds save that of her group the New Order. A close family relation has developed between them and she will do all that she can to protect them. Together they search for a cure to each of their individual flaws.Quote:I'm far too much for you to handle.Background: Maud was born through a genetic process by splicing the genes of a super-human known as Panzer. A product of WWII Panzer was an experiment to breed a perfect soldier for the war. Though the research was lost Maud's own growth was done by splicing the genes of specifically chosen humans and merging them with Panzer. The reason was to attempt to perfect and analyse the process that scientist had done years before. Four others were also genetically grown successfully with her at several different times. Each case developed a genetic flaw if you will. In Maud's case she was born with four arms. Her size and weight were well beyond that of a normal human being.Powers/Tactics: Campaign Use: 
  9. Re: Teen supers ideas

     

    Depending on your points I think that if you did an investigative murder at the school it would be good.

    Someone is murdered every night until the PCs figure out who it is. No one is calling in the Cops because if they start a full scale investigation then they will learn of the schools true purpose. The teachers are stumped and are trying desperatly to figure it out and on top of that have placed a curfew on the Players.

    Depending on your power level and the intellect of your players you can make this killer be a normal with incredible ways to cover his tracks. Or if they need a good fight make him able to take the punches and fight the group for a bit.

  10. Re: If You Draw It...They Will Come

     

    I started thinking about this more and more as of late, due to the fact that I get stuck in the same spandex rut. You keep looking at the tried and true, different lines on a skin tight body. Then you start to think there are only so many patterns, so many colours you can do. Nothing is ever original anymore but at least you can attempt to take it to another level.

  11. Re: If You Draw It...They Will Come

     

    Thanks zornwil.

     

    I'd also think of supers almost like celebrities or athletes. Maybe Nike makes a deal with a certain speedster character to wear their specially made shoes for him as long as they advertise.

     

    Though I would not do that with too many characters, just the "hams" primarily.

  12. Re: If You Draw It...They Will Come

     

    For Rabid the first thing I ask myself before designing a costume is what are they into.

    Are they into hip-hop, rock, electronic type music, country. I find this will refelct on how they style a costume.

    Second I would decide what age they are, as this too could be a factor in the way they appear. Not just in how many wrinkles they could have and if they have grey in thier hair, but I tend to find that a lot of people get stuck in what they were into in their 20s and 30s even if their fashion begins to go out of date with the times.

    With a name like Rabid I would think that they were rustic and savage. This seems to me like they might be into either some heavy metal type of music, or they would be into country. Maybe he might be into a more fetish industrial scene?

    If that were the case I would look for high fashion stores online to influence the style of the out fit. Lets take the last one for example I might go looking around and end up at a place like this http://www.lip-service.com

    Then I go and do some shopping for my character and grab little bits from everything I liked and then modify them to be a bit more "super".

  13. Re: Character: Psychose (with illustration)

     

    Thanks Mags and cybertooth. I hope to have another one for next week.

     

    As for the Photoshop skills, just keep at it and it will come. I mean I'm still using a ball mouse to do my stuff.

     

    RK yeah, but we will understand it all in time. Whats up with the multiform now? I have not given that a read yet.

  14. Re: Character: Psychose (with illustration)

     

    Ah I see, I'm used to 4th edition rules. I just got the 5th edition about a month ago. It was hard to give up my old Champions rule book, but I placed in good hands where it will hopefully sway more players over to the hero system.

     

    Thanks for the info Susano

     

    Thanks Supreme Serpent for the comment on my illustration.

  15. I did another illustration yesterday and since I have time to post it before I head to work; here is another of Fausts gang. Maybe I should have put them all in one post. Anyway here you go.

    psychose.jpg
    PsychosePlayer: NPC
    Val Char Cost
    10 STR 0
    17 DEX 21
    14 CON 8
    10 BODY 0
    15 INT 5
    20 EGO 20
    11 PRE 1
    10 COM 0
    2 PD 0
    3 ED 0
    3 SPD 3
    5 REC 0
    28 END 0
    24 STUN 2
    6" RUN02" SWIM02" LEAP0Characteristics Cost: 60
    Cost Power END
    75 Mental Illusions 10d6, Affects Desolidified Any form of Desolidification (+1/2) (75 Active Points) 7
    Powers Cost: 75
    Cost Skill
    0 Acting 8-
    0 Climbing 8-
    3 Concealment 12-
    0 Conversation 8-
    3 Deduction 12-
    0 Language: English (completely fluent; literate) (4 Active Points)
    3 Paramedics 12-
    0 PS: Psychology 8-
    0 Shadowing 8-
    2 Computer Programming (Personal Computers) 12-
    3 Mimicry 12-
    2 SS: Psionics 11-
    3 Stealth 12-
    1 TF: Small Motorized Ground Vehicles
    0 CK: Millenium City 8-
    Skills Cost: 20
    Val Disadvantages
    20 Normal Characteristic Maxima
    20 Dependent NPC: Neue Ordnung 14- (As powerful as the PC; Useful Noncombat Position or Skills; Group DNPC: x8 DNPCs)
    20 Psychological Limitation: Manic Depresive (Very Common, Strong)
    15 Distinctive Features: Stich like scars all over body. (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
    Disadvantage Points: 75

    Base Points: 75Experience Required: 5Total Experience Available: 5Experience Unspent: 0Total Character Cost: 155

    Height: 1.65 m Hair: Bald
    Weight: 57.00 kg Eyes: Brown
    Appearance: Personality: Lorelie has no bonds save that of her group the New Order. A close family relation has developed between them and she will do all that she can to protect them. Together they search for a cure to each of their individual flaws. Her own would be to be able to grasp her own sanity.Quote:Now you shall learn real suffering.Background: Lorelie was born through a genetic process by splicing the genes of a super-human known as Panzer. A product of WWII Panzer was an experiment to breed a perfect soldier for the war. Though the research was lost Lorelie's own growth was done by splicing the genes of specifically chosen humans and merging them with Panzer. The reason was to attempt to perfect and analyse the process that scientist had done years before. Four others were also genetically grown successfully with her at several different times. Each case developed a genetic flaw if you will. In Lorelie's case she was mentally unstable. Prone to fits of psychotic tantrums that were projected through her superior mental capabilities. Hence her nightmares were unleashed upon whatever poor soul would be near by.Powers/Tactics: Campaign Use: 
  16. Re: Nightshade

     

    Its a pressure point thing.

     

    And I know that she will end up tiring herself out really fast. This game that we are doing is like the very start of the characters careers, some may be just discovering their powers. They are not trained enough to last the distance just yet.

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