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grandmastergm

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Everything posted by grandmastergm

  1. Marathon Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [END 3] 30 DEX 40 15- OCV: 10/DCV: 10 25 CON 15 14- 10 INT 0 11- PER Roll 11- 15 EGO 5 12- ECV: 3 - 5 15 PRE 5 12- PRE Attack: 3d6 10 OCV 35 10 DCV 35 3 OMCV 0 5 DMCV 6 7 SPD 50 Phases: 2, 4, 6, 7, 9, 11, 12 16 PD 8 Total: 16 PD (6 rPD) 16
  2. I see Cassandra likes SPD 4. In the games I've played since 2011, the GM has a preference for SPDs 5-6.
  3. Interesting. Good to know. I just felt it was redundant given their vulnerabilities.
  4. Huntsman of the Black Forest Val Char Cost Roll Notes 50 STR 40 19- Lift 25.6tons; 10d6 [5] 30 DEX 40 15- OCV: 10/DCV: 10 40 CON 30 17- 10 INT 0 11- PER Roll 16- 20 EGO 10 13- ECV: 7 - 7 40 PRE 30 17- PRE Attack: 8d6 10 OCV 35 10 DCV 35 7 OMCV 12 7 DMCV 12 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 30 PD 3 Total: 30 PD (25 rPD) 30
  5. Right. I dropped complications that I felt were excessive, not actually complicating, or silly. This fit the definition of both excessive and silly. I'll be posting Midnight Sun later.
  6. Hoarfrost 2.0 Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 20 DEX 20 13- OCV: 7/DCV: 7 23 CON 13 14- 20 INT 10 13- PER Roll 13- 18 EGO 8 13- ECV: 3 - 6 20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 3 OMCV 0 6 DMCV 9 5 SPD 30 Phases: 3, 5, 8, 10, 12 24 PD 4 Total: 24 PD (18 rPD) 18 ED 4
  7. Yeah, she's very similar to Killer Frost- and Midnight Sun has a bit of Firestorm going for him. Immunity to Extreme Cold and non-living/organic beings would be immune to the temperature level effect, although not the BODY drain. Yeah, I'll get rid of the Always On and Persistent modifers so she could use her Striking Appearance. That said, I'll post an altered version with your suggestions.
  8. Currently I'm combining the Champions Universe with that of Necessary Evil (a setting from Savage Worlds). My players have really enjoyed it so far, as I have included references to previous campaigns (two of the players are former GMs of mine).
  9. Hoarfrost Val Char Cost Roll Notes 10 STR 0 11- Lift 100.0kg; 2d6 20 DEX 20 13- OCV: 8/DCV: 8 25 CON 15 14- 20 INT 10 13- PER Roll 13- 18 EGO 8 13- ECV: 3 - 6 20 PRE 10 13- PRE Attack: 4d6 8 OCV 25 8 DCV 25 3 OMCV 0 6 DMCV 9 5 SPD 30 Phases: 3, 5, 8, 10, 12 28 PD 8 Total: 28 PD (18 rPD) 28 ED 8
  10. Totally different power set and boots though.
  11. Floodgate Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 24 DEX 28 14- OCV: 8/DCV: 8 20 CON 10 13- 13 INT 3 12- PER Roll 12- 10 EGO 0 11- ECV: 3 - 3 15 PRE 5 12- PRE Attack: 3d6 8 OCV 25 8 DCV 25 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 24 PD 10 Total: 24 PD (12 rPD) 24 ED 10
  12. I also recommend for some fun and twisted villlains as independent super-criminal leaders to deal with: The Kyphotic Man: wants to create an army of his own experiments under his control Diomedes: attempts to take over the other crime factions Card Shark: takes over the gambling joints Shango's Krew: takes over the role of the IRL Bloods (major black gang) Strad's Gang: Takes over the rule of the IRL Crips (major black gang) Caligula: kidnaps DNPC of PC for his own "satisfaction" and amusement (well use your imagination based on his bio in Predators), runs sex trade
  13. 1. That works. 2. That seems a little too broad for a skill, and it would be unfair to the other players with just a single focus on science. I would give him the broad fields: Biology, Chemistry, Physics and Mathematics- plus any others you want him to be familiar with. KS: Law is fine. 3. That's fine. 4. Also fine- not too many GMs run aqua-focused campaigns, so I wouldn't worry about it. Let the GM know if you want maybe a single combat to feature water so you can use the swimming power. 5. I think you added enough originality to the character to make him different fro
  14. I like the concept. I'll have to see what comes to me as far as events, places, hooks, etc. One question: are you running a more light-hearted or a darker game? For instance, is the crime mostly thievery, taking over the world (without killing anyone), etc. or is murder, drugs, and death a part of the game?
  15. Yes, The Shredder definitely would. Although his competence level would depend on which TMNT version the GM wants to imitate. For instance, the 2012 series and movies Shredder would far more competent and challenging than the 1987 series Shredder.
  16. They do have the Tiger Squad in Champions.
  17. The answer is that you don't (300 CP is really high for a Heroic campaign), unless you give them the same amount of CP, but impose a normal characteristic maximum.
  18. I came up with a Magical Girl for a Champions game, a Filipina named Sirena. She has water control, weather control, and animal friendship powers.
  19. Gladiator Val Char Cost Roll Notes 40 STR 30 17- Lift 6400.0kg; 8d6 [4] 29 DEX 38 15- OCV: 10/DCV: 10 28 CON 18 15- 13 INT 3 12- PER Roll 12- 13 EGO 3 12- ECV: 3 - 4 25 PRE 15 14- PRE Attack: 5d6 10 OCV 35 10 DCV 35 3 OMCV 0 4 DMCV 3 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 20+12 PD 10 Total: 20/32 PD (8/20 rPD) 20+12 ED
  20. Facet Val Char Cost Roll Notes 50 STR 40 19- Lift 25.6tons; 10d6 [5] 16 DEX 12 12- OCV: 5/DCV: 5 30 CON 20 15- 16 BODY 6 12 INT 2 11- PER Roll 11- 12 EGO 2 11- ECV: 3 - 3 25 PRE 15 14- PRE Attack: 5d6 10 PD 8 Total: 30 PD (20 rPD) 14 ED 12 Total: 34 ED (20 rED) 4 SPD 20 Phases: 3, 6, 9, 12 16 REC 12 60
  21. Agreed some of the stereotypes are pretty bad, and the original builds are mostly terrible. However, a DM featured some of them in a HERO/Champions game he ran from 2012-2014 and I enjoyed his versions so much that I borrowed the book and made my own. The ones he used were: Doppleganger, Facet, Gladiator, Hoarfrost, Huntsman of the Black Forest, The Despoiler, White Rose, and The Piper. I ended up using Cavalry, Carpathia, Bastion of Budapest, and Das Wall (renamed Die Wand) as characters in a one-shot I ran back in 2013. Glad you're enjoying the rebuilds. I love the colored art!
  22. Doppleganger Val Char Cost Roll Notes 30 STR 20 15- Lift 1600.0kg; 6d6 [3] 28 DEX 36 15- OCV: 10/DCV: 10 18 CON 8 13- 18 INT 8 13- PER Roll 13- 13 EGO 3 12- ECV: 3 - 4 20 PRE 10 13- PRE Attack: 4d6 10 OCV 35 10 DCV 35 3 OMCV 0 4 DMCV 3 6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 26 PD 8 Total: 26 PD (16 rPD) 26
  23. I love it. That's fantastic. Granted, why would the sorcerer need mutants? Do you have any suggestions for names?
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