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Amorkca

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Posts posted by Amorkca

  1. Indian Joe

     

    This homeless person was injured in one of the first outbursts between Mordred's Order and the Knights.  Charles Curtis Kaw was seriously injured and blames the Cowboy for jumping in while he was trying to get away.  Arming himself with a Spear that Enchantress magicked up, he haas trained and seeks vengeance on the Knights and especially the Cowboy!

  2. Hi Brian

     

    Looks like Cantriped beat me to the link from Christopher Taylor's site...

     

    I'm currently running a Supers game with 4 new players and 3 Old Timers (though we are all rusty).

     

    Interspersed with this I've been doing some Danger International type scenarios as they haven't got any powers yet and its giving them a feel for the game as we go along.  The other challenge I run into is that not all the players are there every game, so its like I'm re-explaining everything multiple times as we go along...

     

    But - everyone is having fun!

  3. I want to rebuild the characters stripped down and much simpler though.  I like the concepts but they need to be really basic rather than the more complicated build I gave them.  Some I may drop because they can't really be any more simple.

     

    I think we should offer 6 choices and they can choose between those, make the characters both Male & Female versions (not that there should be much difference) just picture wise...  Aim for a group with 4 players and throw in a couple extra's to give choice.  The above characters were homages to the Avengers if memory serves...

  4. We already have a bunch of Heroes made up from when this thread first started.

     

    I'm about to head to bed, but tomorrow I can post the character ideas we had already created.  We had them built in HD as well.

     

    Look at post #150 for the character files...

  5. Not really harping on the build, but I should think you would want to define what the Defense is for the NND. I imagine having Power Defense? Anyway, here is my take;

     

    Magic Missile, Apprentice Killing Attack - Ranged 1/2d6, Attack Versus Alternate Defense (Power Defense; All Or Nothing; +0), Line Of Sight (+1/2), Area Of Effect Accurate (1m Radius; +1/2), Does BODY (+1) (30 Active Points); Gestures (-1/4), Incantations (-1/4), Unified Power (Magic) (-1/4)  Real Cost: 17

     

    Magic Missile, Journeyman Killing Attack - Ranged 1/2d6, Attack Versus Alternate Defense (Power Defense; All Or Nothing; +0), Line Of Sight (+1/2), Area Of Effect Accurate (1m Radius; +1/2), Does BODY (+1), Autofire (2 shots; +1 1/4) (42 Active Points); Gestures (-1/4), Incantations (-1/4), Unified Power (Magic) (-1/4) Real Cost: 24 (but it is an upgrade so drop 17 points for a total of 7 to upgrade the power)

     

    Magic Missile, Master Killing Attack - Ranged 1/2d6, Attack Versus Alternate Defense (Power Defense; All Or Nothing; +0), Line Of Sight (+1/2), Area Of Effect Accurate (1m Radius; +1/2), Does BODY (+1), Autofire (5 shots; +1 1/2) (45 Active Points); Gestures (-1/4), Incantations (-1/4), Unified Power (Magic) (-1/4)  Real Cost: 26 (but it is an upgrade so drop 24 points for a total of 2 to upgrade the power - adding Autofire is what makes this power expensive so just increasing it by + 1/4 does not have much of a point cost impact)

     

    If the GM allows Multipower or Variable Power Pools, you can ditch the Unified Power Limitation and just plop the powers into the framework. Then it would cost, 3, 5, and 9 points for a variable MP slot and "free" for a VPP.

     

    Any Magic Missile build in Hero is going to be different than D&D though. They are different systems with different expected experiences. The key is understanding what you are looking for and playing to that expectation.

     

    I might add +10 OCV to offset the auto fire minuses which would add to the cost as well.

  6. I think one thing is, the no absolutes have the effect of not bypassing other character's expenditures as a handout, and create a fairness. Magic Missile is, in effect, bypassing all the things a player might do to make them hard to hit by missiles. This SHOULD cost more, as those defenses cost and should not be bypassed by a special rule that invalidates them, like autohit.

     

    But the Shield spell automatically stops Magic Missile, maybe that can be the defence to the NND, kills two birds with one stone!

  7. Here's my Water Based guy/gal...

     

     

    Cost  Power END 60 Aquatic Attacks: Multipower, 60-point reserve  

    6f 1)  Water Bolt: Blast 12d6 (60 Active Points)6

    6f 2)  Water Spray: Blast 8d6, Area Of Effect (16m Cone; +1/2) (60 Active Points) 6

    6f 3)  Dehydration: Blast 6d6, Attack Versus Alternate Defense (ED; All Or Nothing; Life Support (Dimished Eating; No need to drink) or a body that lacks liquids; +1) (60 Active            Points) 6

    4f 4)  Water Form: Desolidification (affected by water, fire, and cold attacks), Reduced Endurance (0 END; +1/2) (60 Active Points); Cannot Pass Through Solid Objects (-1/2) 0 4f 5)  Electric Eel Touch: Blast 8d6, Attack Versus Alternate Defense (Power Defense; or Insulated rED; +1/2) (60 Active Points); No Range (-1/2) 6

     

    60 Tough Body: (Total: 60 Active Cost, 60 Real Cost) Energy Damage Reduction, Resistant, 25% (Real Cost: 15) plus Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Resistant Protection (10 PD/10 ED) (Real Cost: 30) 0      

     

    5 Undersea Senses: Infrared Perception (Sight Group) 0

    5 Undersea Senses: Nightvision 0

    3 Undersea Dweller: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum) 0      

    159 Total Powers Cost

  8. Just a kid, approx 15 years old, and the single child of wealthy parents.  Jason Bowler was a brat and used to love manipulating the others at his school into doing things for him.

     

    When his mental powers manifested he thought he'd just gotten good at getting people to do as he wanted not realizing that it was the work of his mutant powers.

     

    Mind Tap has no super abilities other than his Mind Control (20d6) with fully invisible effects.  He likes to dress up in 1920's clothing and go robbing banks priding himself on never hurting others.

  9. This is a character in my current Champions game, although we've been playing for about 10 months and they still don't have their powers...

     

    This guy is a Green Lantern Homage named Blacklight

     

    I used the Blaster Stats for well-rounded

     

    With the "Power Skill" Blacklight Energy - that they will use to learn to do different things with their powers.

     

    Blacklight Energy:  Multipower, 120-point reserve,  (120 Active Points); Requires A Roll (Skill roll; Blacklight Energy Power Skill; -1/2); all slots Conditional Power Power does not work in Common Circumstances (Power cannot exceed Egox5; -1/2), Unified Power (-1/4)

     

    All the following are slots that are Variable for the MP

     

    Force Manipulation:  Telekinesis (40 STR), Alternate Combat Value (uses OMCV against DCV; +0) (60 Active Points); Conditional Power Power does not work in Common Circumstances (Power cannot exceed Egox5; -1/2), Unified Power (-1/4)

     

    Force Blast:  Blast 12d6, Alternate Combat Value (uses OMCV against DCV; +0) (60 Active Points); Conditional Power Power does not work in Common Circumstances (Power cannot exceed Egox5; -1/2), Unified Power (-1/4)

     

    Force Weapons:  Killing Attack - Ranged 4d6, Alternate Combat Value (uses OMCV against DCV; +0) (60 Active Points); Conditional Power Power does not work in Common Circumstances (Power cannot exceed Egox5; -1/2), Unified Power (-1/4)

     

    Force Barrier:  Barrier 20 PD/20 ED, 1 BODY (up to 8m long, 4m tall, and 1/2m thick), Dismissable, Non-Anchored (89 Active Points); Costs Endurance (to maintain; -1/2), Conditional Power Power does not work in Common Circumstances (Power cannot exceed Egox5; -1/2), Unified Power (-1/4)

     

    Force Shield:  Resistant Protection (30 PD/30 ED) (90 Active Points); Conditional Power Power does not work in Common Circumstances (Power cannot exceed Egox5; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Perceivable (-1/4), Unified Power (-1/4)

     

    Force Propulsion:  Flight 40m, x32 Noncombat (60 Active Points); Conditional Power Power does not work in Common Circumstances (Power cannot exceed Egox5; -1/2), Unified Power (-1/4)

     

    Warp Flight:  Faster-Than-Light Travel (15 Light Years/hour) (44 Active Points); Conditional Power Power does not work in Common Circumstances (Power cannot exceed Egox5; -1/2), Unified Power (-1/4)

     

    Forced Support: Can Survive the Rigors of Space:  Life Support  (Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (19 Active Points); Conditional Power Power does not work in Common Circumstances (Power cannot exceed Egox5; -1/2), Unified Power (-1/4)

     

    Suit:  Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2)

     

     

    Attached is the Hero Designer file

     

    I also have him using a VPP but figured a new player would find that more confusing...

    Blacklight (MP Variant).hdc

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