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Amorkca

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Posts posted by Amorkca

  1. I agree, Vulcan needs to be more dusky and olive skinned.  But I think having just one character that's set is not going to exactly offend or horrify anyone, surely.

     

    That was my concept, but if people think someone who just gains powers in the time of need of a nation would be a more interesting or better build I'm all for it.

     

    Its a risk, but I think most players today are familiar with the idea of the tutorial that ramps them up through power rapidly to their intended power level.  And, since these are intended to be learner characters rather than ones people stay with (unless they really want to), its just a way of helping people get used to the concept of spending experience, building characters, and increasing complexity rather than a demonstration of the usual campaign pattern.  

     

    It is worth having special notes for the GM to make sure the players understand this, though.

     

    I would suggest that the heroes be at 400 points by the time they encounter the Super Villains, so by about Act 3. Unless we have a four act program...

  2. I discovered that I could add an advantage to MA with Hero Designer... this is what I came up with...

     

    19 Combination:  1/2 Phase, +2 OCV, +0 DCV, 17d6 Strike, Autofire (2 shots; +1/4) (19 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

     

    I used the Fast Strike MA and added Autofire to it, to lower the cost I added a limitation of Concentrate although I don't know whether thats a good limitation for it...

     

    And this would use up 9 End per punch?

  3. Hi All

     

    Been building a character who is strong (STR 75) who is also a boxer.

     

    Now if I give him a Jab (Defensive Strike) its +1 OCV, +3 DCV, 15d6 Strike.

     

    Can I apply auto fire to that so he hits twice with the one punch?  Or if I want the Rabbit Punch do I just buy it as a regular (2 shot) auto fire attack?  If so does he get the increased OCV/DCV mods?

     

    I don't see any way to apply the Martial Arts to an auto fire attack...

  4. ...That is an interesting option.  Instead of showing up out of nowhere, there's just always someone who becomes The Patriot when the time comes.  Would save a lot of points, and let me throw higher presence on them base, add in those combat levels.  Somethign to think about, I was trying to reduce complexity but that's not too bad.

     

    Over time you can have the Non-hero gain presence as well, the Old Soldier is rubbing off on him/her...

  5.  

    FYI, my local new/used game store Black and Read has two used copies of Hero 6ed v2 for $20. They looked like they were in pretty good shape, certainly no worse than my own copies, but not new. You can email them to order at blackandread19@gmail.com. http://www.blackandread.net/site/. Or if you're not able to get hold of them, let me know and I can probably pick it up and mail it to you.

     

    No volume 1?

  6. I thought perhaps Resistance from the Talents section.  Along the lines of "I've spent the time developing a resistance to Iocaine powder" from Princess Bride.

     

    But LS: Immunity is likely the cheapest way to do it.

  7. This can possibly be vetted to help you define the Cancer more...

     

    Mesothelioma
    Infrequently, Greatly 10pts. / Frequently, Greatly 15pts. / Frequently, Fully 20pts.
    Mesothelioma is a rare cancer in which tumor cells grow in the chest cavity, abdominal cavity, or around the heart. This disease is caused by multiple consecutive daily exposure to high levels of asbestos (other materials are also suspected causes). Early symptoms resemble either those of respiratory viruses (shortness of breath, chest pain, persistent cough, fever, weight loss, night sweats) or those of gastrointestinal disease (abdominal pain, abdominal bloating, nausea, weight loss, swelling of the feet, anemia). The disease is progressive and has no reliable treatments. Patients with advanced stages of this disease have heightened and multiple symptoms. At the Greatly level, the character must make a Constitution Roll (every 8 hours at Infrequently, every hour at Frequently). Failure of this roll reduces the character's Constitution by 1d6 (along with it's Figured Characteristics) until a recovery Constitution Roll is made (check hourly or less if medical help is available). Furthermore, the character suffers a -2 penalty to Constitution Rolls for resistance to respiratory diseases. At the Fully level, in addition to the Constitution Rolls, the character cannot have a starting Constitution value higher than 8. Characters with the Greatly level have a shortened lifespan, and those with the Fully level have a life expectancy of 4-6 months.

     
     
     
    Taken from http://www.cellularsmoke.net/rpgs/ml_physical.php - The trick with the "Way Back Machine is to change the date at the top of the archive to about July 2009.
     
    Edited to show an actual cancer disease...
  8.  

    TOXXYN

     

     

     

     
    Cost Power
     33    Toxic Bite: Blast 5d6, Attack Versus Alternate Defense (Life Support vs poison; All Or Nothing; +1) (50 Active Points); No Range (-1/2)
     12    Spider-Punch: Hand-To-Hand Attack +3d6 (9d6 w/STR) (15 Active Points); Hand-To-Hand Attack (-1/4)
      8     Drift: +20 PD (20 Active Points); Only for falling damage (-1 1/2)
     18    Tough: Resistant Protection (6 PD/6 ED)
      5     Increased Arc Of Perception (360 Degrees) with Normal Sight
      5     Jumping Spider: Leaping 0m (30m forward, 15m upward) (x4 Noncombat)
      6     Keen Senses: +2 PER with all Sense Groups
     10    Spider Climb: Clinging (normal STR)
    Powers Cost: 97
     
     
    Pts. Complication
     15   Dependent NPC:  Current love interest Frequently (Normal)
     20   Hunted:  Mutant Hunters Frequently (Mo Pow; Harshly Punish)
     10   Hunted:  Local law Enforcement Frequently (As Pow; NCI; Limited Geographical Area; Mildly Punish)
      5    Negative Reputation:  Killer, Infrequently
     15   Psychological Complication:  Loves city, protective of city and population (Common; Strong)
     15   Psychological Complication:  Code against killing (Common; Strong)
     15   Social Complication:  Secret Identity Frequently, Major
      5    Unluck: 1d6
    Complication Points: 100
    Base Points: 300

     

     

    Would the highlighted +20 PD be better represented by Damage Negation? They could still be stunned or knocked out with the higher PD, but 20 DC of Negation means they wouldn't take the falling damage.

     

    In the Complications, how can they be a killer and have a Code vs Killing?  I don't recall anything in the story about this...

  9. VULCAN

     

     

    Cost Power
      9     Immortal: Life Support  (Eating: Character only has to eat once per week; Longevity: Immortal; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week)
     13   Immortal: Regeneration (1 BODY per Hour), Can Heal Limbs
      6     Immortal: Power Defense (6 points)
      6     Will of Iron: Mental Defense (6 points total)
     10    Damage Negation (-3 DCs Physical) (15 Active Points); Only vs muscle-powered weapons (-1/2)
     51    Vulcan Form: (Total: 69 Active Cost, 51 Real Cost) +16 STR (16 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 13) plus +5 CON (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4) plus +10 PRE (10 Active Points); Defensive Only (-1), Only In Alternate Identity (-1/4) (Real Cost: 4) plus +9 PD (9 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 7) plus +12 ED (12 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 10) plus +5 REC (5 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 4) plus +20 END (4 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 3) plus +15 STUN (8 Active Points); Only In Alternate Identity (-1/4) (Real Cost: 6)
     26    Tough: Resistant Protection (10 PD/12 ED) (33 Active Points); Only In Alternate Identity (-1/4)
     10    Fire Resistant: Resistant Protection (12 ED) (18 Active Points); Only vs fire (-1/2), Only In Alternate Identity (-1/4)
      3     Summon Hammer: Teleportation 2m, Ranged (+1/2), No Range Modifier (+1/2), Usable As Attack (+1 1/4), MegaScale (1m = 10,000 km; Range; +2) (10 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Only for teleporting hammer to self (-1), Concentration (1/2 DCV; -1/4), Only In Alternate Identity (-1/4)
     12    Hammer: Hand-To-Hand Attack +6d6 (30 Active Points); OAF Unbreakable (-1), Hand-To-Hand Attack (-1/4), Only In Alternate Identity (-1/4)
     
     20    Hammer: Multipower, 45-point reserve,  (45 Active Points); all slots OAF Unbreakable (-1), Only In Alternate Identity (-1/4)
     1f     1)  Repair: Minor Transform 7d6 (Broken into fixed), Improved Results Group (Fixed version of original item; +1/4) (44 Active Points); Requires A Roll (Blacksmithing Roll; Must be made each Phase/use; -1), OAF Unbreakable (-1), No Range (-1/2), Limited Target Mechanical and craftsmanship (-1/4), Only In Alternate Identity (-1/4)
     2f     2)  Break: Dispel Body 15d6 (45 Active Points); OAF Unbreakable (-1), Inanimate objects only (-1/2), Only In Alternate Identity (-1/4)
     2f     3)  Forge Fires: Blast 9d6 (45 Active Points); OAF Unbreakable (-1), Only In Alternate Identity (-1/4)
    Powers Cost: 171
     
     

     

     

     

     

    Is it necessary to add that these enhancements (Bolded) have already been figured into the character sheet?

  10.  

     
    Behemoth
     
    Cost Skill
      3     Power 17- (20-)
      3     Animal Handler 14-
      3     Acting 14-
      3     Oratory 14-
      3     Streetwise 14-
      3     PS 17- (20-)
    Skills Cost: 18
     
     

     

     

    I like the build, the only suggestion I have is that the Highlighted skill be renamed to Brick Tricks, so people will know this is the skill they need to use to do the different "Brick Trick" Abilities.

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