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mallet

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Everything posted by mallet

  1. Re: London Knights And here is in easy to read form: [b]Amery Stone - [/b] [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 12 STR 2 12 11- HTH Damage 2d6 END [1] 17 DEX 21 17 12- OCV 6 DCV 6 17 CON 18 17 12- 15 BODY 10 15 12- 23 INT 13 23 14- PER Roll 14- 15 EGO 10 15 12- ECV: 5 13 PRE 3 13 12- PRE Attack: 2 1/2d6 14 COM 2 14 12- 5 PD 3 5/15 5/15 PD (0/10 rPD) 5 ED 2 5/15 5/15 ED (0/10 rED) 4 SPD 13 4 Phases: 3, 6, 9, 12 10 REC 14 10 40 END 3 40 40 STUN 10 40 10 RUN 0 10" END [2] 2 SWIM 0 2" END [1] 12 LEAP 0 12" 12" forward, 6" upward [b]CHA Cost: 124[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] 5 [b][i]Light on his feet[/i][/b]: Running +4" (10" total) (8 Active Points); Requires A Power: Gravity Tricks Roll (-1/2) - END=1 11 [b][i]Gravity Distortion Field[/i][/b]: +4 with DCV (20 Active Points); Activation Roll 12- (-3/4) - END= 13 [b][i]Defy Gravity[/i][/b]: Leaping +10" (12" forward, 6" upward) (Accurate, x4 Noncombat) (20 Active Points); Increased Endurance Cost (x2 END; -1/2) - END=4 13 [b][i]Gravity Bond[/i][/b]: Clinging (20 STR) - END=0 15 [b][i]Always Lands On His Feet[/i][/b]: Teleportation 1", No Relative Velocity, Position Shift, x2 Increased Mass, Invisible Power Effects, SFX Only (Fully Invisible; +1/2), Trigger - When he is about to hit a surface (Activating the Trigger is an Action that takes no time, Trigger requires a Zero Phase Action to reset; +3/4) (49 Active Points); Can Only Teleport To the same Hex he is already in. Only to his feet. (-1), Increased Endurance Cost (x3 END; -1), Must Pass Through Intervening Space (-1/4) - END=15 - END= 40 [b][i]Gravity Fists[/i][/b]: Multipower, 60-point reserve, (60 Active Points); Restrainable (-1/2) - END= 4u 1) [b][i]Full Force[/i][/b]: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/2) - END=6 3u 2) [b][i]Big Boom[/i][/b]: Hand-To-Hand Attack +6d6, Double Knockback (+3/4) (52 Active Points); Hand-To-Hand Attack (-1/2) - END=5 4u 3) [b][i]Hard & Fast[/i][/b]: Hand-To-Hand Attack +8d6, Armor Piercing (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2) - END=6 - END= 21 [b][i]Action Suit[/i][/b]: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF (-1/2), Real Armor (-1/4) - END=0 [b]POWERS Cost: 129[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 3 Acrobatics 12- 3 Acting 12- 3 Breakfall 12- 3 CK: Capitol Cities of Europe 14- 3 Climbing 12- 3 Concealment 14- 3 Contortionist 12- 3 Criminology 14- 3 Deduction 14- 3 Disguise 14- 3 Electronics 14- 4 Forgery (Art Objects, Documents) 14- 1 Gambling (Go) 14- 3 KS: Art History 14- 2 KS: European History 11- 3 Lipreading 14- 3 Lockpicking 12- 3 Mechanics 14- 3 Power: Gravity Tricks 14- 3 PS: Appraise 14- 2 PS: Convict 11- 3 Security Systems 14- 3 Shadowing 14- 3 Sleight Of Hand 12- 3 Stealth 12- 3 Streetwise 12- 3 Tactics 14- 3 Trading 12- 0 WF: Clubs, Fist-Loads, Unarmed Combat 6 +3 CV with any single attack (punch) 0 Conversation 8- 0 AK: Great Britain 11- 0 KS: Go 11- 0 KS: UNTIL 8- 0 Language (completely fluent; literate) (4 Active Points) 0 Paramedics 8- 0 Persuasion 8- 0 PS: Super Criminal 11- [b]SKILLS Cost: 87[/b] [b][u]Cost[/u] [u]TALENTS[/u][/b] 10 Skill Master (+3 with all Skills based on Dexterity) (15 Active Points); Requires A Power: Gravity Tricks skill Roll (-1/2) [b]TALENTS Cost: 10[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 5 Age: 40+ 10 Dependent NPC: His Daughter 8- (Normal) 10 Distinctive Features: He distorts Gravity around him (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 10 Psychological Limitation: Desire to possess rare & valuable Art Objects (Uncommon, Strong) 10 Reputation: Ex-Super Thief/Criminal, 11- 10 Social Limitation: Ex-Con (Frequently, Minor) 10 Vulnerability: 2 x STUN Gravity Based Attacks (Uncommon) 20 Normal Characteristic Maxima 20 Psychological Limitation: Code vs Killing (Very Common, Strong) 20 Psychological Limitation: Trying to prove himself as a better person & as a hero (Very Common, Strong) 25 Hunted: UNTIL 14- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 350 He's kind of a mix of Sean Connery from the movie "The Rock", and Leonardo DiCaprio's character from "Catch Me If You Can."
  2. Re: London Knights Here's my character in Hero Designer format:
  3. Re: Hero Philosophy - SPEED I've been tinkering with the idea of getting rid of the speed chart and instead going with something like this (it's not all worked out yet, just a general idea): Each Character get's his SPD value in "tokens" each round. SPD 4 = 4 Tokens, SPD 8 = 8 tokens. Then once combat begins we start working through the characters based on their DEX value. Highest to Lowest. When your DEX score comes up the player can chose to act by "spending a token", if you chose not to act, then you save the token for actions later on. Once we've passed by your DEX score, if you want to do an "interrupt" or "Abort" you have to spend another "Token", but you can do this at any time (as long as you have "tokens". But the person you are interrupting can pay another "token" to still beat you. Then you can spend another one if you want to beat them. Sort of like Bidding at an auction, although all bids are spent. The goal would basically be that even with a 8 SPD you might not act 8 times, maybe only twice, but with those two actions would be super important because you out "bid" the other character who was trying to act to make sure you succeeded in those two actions. Or something like that. I still have to work out the details. The goal would be to let everyone act, but the higher your SPD the more "screen time" you would have, the more options you have to act or prevent others from acting, etc... It might go something like this. SPD 7 Hero vs. SPD 3 Goon. 1)SPD 7 Character attacks Goon as normal(spends 1 token) 2)SPD 2 Goon shoots at Hero (spends 1 token) 3)Hero tries to dodge out of the way (spends 1 token) 4)Goon tries to out shoot the hero's dodge (spends 1 token) 5)Hero spends another token to out dodge the Goon's out shoot attempt. (Spend 1 token) 6)Goon doesn't spend any more tokens. Shoots as normal, Hero dodges as normal. 7) Hero attacks Goon (Spends 1 Token) 8)Goon tries to Dodge (Spends 1 token) (Goon has now spent all his tokens, Hero has spent 4 of his 7) 9) Hero Spends a token to Out shoot Goons Dodge (spend 1 token) 10)Hero attacks Goon as normal, Goon doesn't get his Dodge bonus. 11)Hero Attacks Goon as normal (spend 1 token) 12)Hero Attacks Goon as Normal (spends 1 token) (Hero has now spent all 7 of his tokens) Start next turn, if the goon is still standing. In this combat the SPD 3 Goon only got two attacks against the Hero, and the SPD 7 Hero only got 4 attacks against the Goon. It would end up something like that. It makes each action/token worth a bit more and would make combat a bit more interactive. SPD would come to represent how fluid you are in combat, how quick you are able to adjust to the situation and counter your opponents attacks. Any thoughts?
  4. Re: London Knights Just finished making the character, all I need to do know is write up his background then I'll post him for you to look over. SHould be later tonight or tomorrow afternoon.
  5. Re: London Knights I assume we all start with the usual everyman skills?
  6. Re: London Knights I have an idea for a guy that could fill the brain position. Not reed Richard smart or anything but more detective, tactical kind of guy. How much time do I have to get something in before you guys start?
  7. Re: London Knights Just saw this thread. Are you all filled up, or still looking? And if you are still looking, is there any type of character that would help round things out?
  8. In the Hero System timeline it says that Earth is invaded by Aliens in 2153. Has it ever been said/stated which Aliens it was that invaded Earth at this time? I assume that Earth won the war, but why was it invaded in the first place? Does anyone know?
  9. This is probably a simple question, but one I would find helpful to get some opinions on. What CP point totals (and AP levels, DC levels, etc...) would you start a Champions campaign at, given that it will have 3 Players (+1 GM of course) and be mainly based on the DEMON sourcebook, but still using villains from other Hero books? I've only ever GM'd Lower powered Hero games (Star Heroes mainly, with a bit of low fantasy Fantasy Hero, and a few other odds and ends) so I want the Players to be able to fight it out with the villains from the books, but not get crushed nor have it too easy for them. So what point "levels" do you guys use when starting out a new campaign?
  10. Hi guys, Just looking for ideas on how you would build a character in this situation: A human demon hunter kills a demon with a magical dagger, but some of the demon's essence/power enters the character's hand. That hand is now possessed with demonic energy. The character now wears a magic ring that holds the demonic energy in check. If he takes the ring off he gains demonic powers, but the longer he has the ring off the further the Demonic energy spreads up his arm so eventually he might be fully possessed by the demon. So to sum it all up: -His powers come from the demonic energy in his hand. Maybe built as a multipower. -The ring keeps the energy in check. No ring = eventual turn to the darkside. -Sometime he will want to take the ring off, to help fight badguys, save people, etc... but never for very long. How would you guys build this? Would the ring be some sort of reverse focus? OIHID? restrainable? Any input would be helpful.
  11. Re: Simon R. Green's Nightside I haven't read it, but it sounds a lot like Spider Robinson's "Callahan Saloon" novels. I'd say the character point totals should be based on what type of adventures you want to run in the setting. If you want the characters to be big movers and shakers in the setting then 50/50 might be way to low. if you want them to just be regular folks thrust into a strange world then I would start them off low, but have them gain perks, contacts, favors, trinkets, etc... very fast, but in character and during game play. I find that this works a lot better then just giving them "gadget pool" to draw from.
  12. Re: Restrainable Limitation Maybe there should be two levels of Restrainable? -1/4 & -1/2 The -1/4 could apply to a defined and limited number of effects that cause the restraining (this would be the EMP for Cyberwear, etc...) And the -1/2 level where a wide number of effects can restrain the power/ability. And maybe, since we are on the topic, Entangle should also be looked at again. If I have flight with a TK SFX, then a normal rope net shouldn't stop be from flying away. Maybe Entangles should only work against limited powers/abilities/movements, etc...
  13. Re: PA: Wasteland HERO Reboot Well would the players actually be able to physically (or psionically) fight the disease? If not then the disease is more of setting element and "storyline generator." I'd leave it without stats or any sort of build. Even as a disadvantage it is a bit of iffy situation since all humans carry the disease then it's not really a disadvantage, just the setting norm. Instead maybe make everyone have it, and if they want to be immune then you have to pay points for the correct level of Life Support, maybe as part of a Wastelander package player can take at Char. gen.
  14. Re: The voice of HAL from 2001? Sweet. that's just what I want.
  15. Re: Alien Wars/PA Hero. Any thoughts? I was just down at Emily Carr this afternoon. I should find out when your working sometime and we can go for coffee.
  16. Re: Alien Wars/PA Hero. Any thoughts? Well it will be in Kits since the 3 of us involved all live with in about 10 minutes of each other & we definitely have room for another player, but... This is going to be more of a pick up game. The three of us have noticed recently that we end up having the same nights free fairly often so we decided to get a game going but it's going to be a different night week to week depending on when we can "get away from" girlfriends, wives, etc... two of us have gf's that are waitresses so they work nights a lot, but the shifts change week to week and our other buddy is married, but he can get a night out with the guys with little notice. So the night and time of the game will vary week to week depending on when we can all hang out for 3-4 hours at a time.
  17. Hi all, Does anyone know how I can make my computer speak what I type? And then specifically in the voice of Hal from 2001? I remember a program from years ago that did the type & speak thing, but I can't remember what it was called. I'm thinking of trying to have it set up so that when the player are talking to the AI super computer that is controlling the starbase that is in a decaying orbit around a barren planet, I can type in the computers response and have it speak out to them. It's not essential or anything, but I thought it might be a cool effect for the game. Can anyone help me with this or point me in the right direction? I did a google search, but didn't see what I was looking for.
  18. Re: Spacer's Toolkit Cool. Thanks for the info and the quick reply. Since it doesn't look like a cyberhero book (or any other Star Hero book) will be coming out any time soon (in the next year or so ) I think I'll pick this up. At least it will be a good starting point for building my own stuff.
  19. Re: Spacer's Toolkit Can anyone let me know more about the cyberwear & biowear in this book? How much is given? I assume it can't be a whole lot given the size of the book, but can anyone give me a run down on that section in particular? I'm debating whether to buy this book or not. On one hand more Star Hero gear is good, on the other hand it sounds like most of the book is vehicles which doesn't interest me at all. So I am hoping that the gear, weapons & cyberwear make up for all the vehicles in the book. Anyone have any thoughts?
  20. Hi guys, I'm starting up a game that is going to be an Alien Wars meets Post Apocalypse Hero campaign. The basic premise is that the PC's on on a frontier world that falls early to the Xenovores and quickly ends up deep behind enemy lines. The PC's would be survivors of the invasion/bombardment and must now take to the hills and begin trying to survive and fight back against the Xenovore invaders and other human survivors fighting out for food and supplies. Over the long term I would like them to take the fight back against the aliens, and then when it turns out that the Xenovores are using the world as a major staging point/tactical point for the war it will be up to these rag-tag survivors to try and disrupt the aliens plans in order to allow the Terran Military a chance to win in a big looming battle. Inspirations include: Living Steel, Robotech (the 3rd generation series with the Invid ruling earth), Red Dawn, Battlefield: Earth (the book, not the movie). So does anyone have any advice/opinions/ideas/thoughts/warnings/other inspirations I should look at? Some other random thoughts and ideas: -Xenovores start terraforming (or should that be Xenoforming?) the planet and it's inhabitants to match their own homeworld. -Eventually have the PC's get off the planet and assist the Military in their search for the Xeno's homeworld, given the PC's now expertise in all things Xeno from their long up close battle with them.
  21. Re: Sneak Peek: Gambler template from Sharp's Worlds I like. Where can I find out more about this "universe project"? Also, may I suggest that: Might be done up with the limitation (only with card games) or maybe as a super talent that gives the user bonuses to gambling rolls? As it sits right now having these talents still do not give any actual bonuses to gambling rolls (unless there is a rule that I am not familiar with off the top of my head). Or as skill levels in gambling with the special effect of card counting.
  22. Re: Some Book Of The Machine Pages Posted Yah, the color images and layout really make the book look great. I don't even play Champions, but I might just have to pick up this book when it comes out to help make sure all future (or as many as possible) Hero books are in color.
  23. Just wondering if anyone is working on a Fallout 3 to Hero conversion? If so, how's it going?
  24. Re: Adventures Into Darkness Arrives Jan. 12! I'm waiting in the hopes that a solid version will be released as I am not a fan of PDF's. If, after a while, it looks like we will never see a solid copy, then I'd get the PDF.
  25. Re: Adventures Into Darkness Arrives Jan. 12! How many pages is it? And I second the call for a hard copy of it if possible. I'm not a fan of PDF's but would definitely buy it in book form.
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