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grandmastergm

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  1. Would any of you have suggestions for a one-shot?
  2. Good point. I can fix that. I'll give him Power: Gadgeteering and Inventor (Only to Make Trick Playing Cards, -1/2), which are only 5 CP as to explain his trick cards.
  3. Blackjack Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 26 DEX 32 14- OCV: 9/DCV: 9 20 CON 10 13- 20 INT 10 13- PER Roll 13- 20 EGO 10 13- ECV: 3 - 7 25 PRE 15 14- PRE Attack: 5d6 9 OCV 30 9 DCV 30 3 OMCV 0 7 DMCV 12 5 SPD 30 Phases: 3, 5, 8, 10, 12 20 PD 4 Total: 20 PD (14 rPD) 20 ED 4 Total: 20 ED (14 rED) 8 REC 4 30 END 2 15 BODY 5 50 STUN 15 Total Characteristic Cost: 216 Movement: Running: 20m/40m Flight: 20m/40m Leaping: 4m/8m Swimming: 4m/8m Cost Powers 40 Trick Playing Cards: Multipower, 80-point reserve, (80 Active Points); all slots OAF (-1) 2f 1) Spray of Cards: Darkness to Sight Group 8m radius, Personal Immunity (+¼) (50 Active Points); 4 Charges (-1), OAF (-1) [4 Charges] 2f 2) Blinding Cards: Sight Group Flash 8d6, Area Of Effect Accurate (1m Radius; +½) (60 Active Points); 4 Charges (-1), OAF (-1) [4 Charges] 3f 3) Entangling Cards: Entangle 4d6, 4 PD/4 ED, Area Of Effect Accurate (1m Radius; +½), Sticky (+½) (80 Active Points); 4 Charges (-1), OAF (-1) [4 Charges] 3f 4) Blast of Cards: Blast 8d6, Area Of Effect Accurate (1m Radius; +½), Double Knockback (+½) (80 Active Points); 4 Charges (-1), OAF (-1) [4 Charges] 60 Knows When To Hold 'Em, Knows When To Fold Them: Luck 12d6 8 Swift Runner: Running +8m (20m total) END 2 16 Armored Costume: Resistant Protection (8 PD/8 ED) (24 Active Points); OIF (-½) 8 Glider Vanes In Suit: Flight 20m (20 Active Points); Gliding (-1), OIF (-½) 0 7 Hand And Knee Pads: Clinging (normal STR) (10 Active Points); OIF (-½) 3 Costume Goggles: Infrared Perception (Sight Group) (5 Active Points); OIF (-½) Talents 12 Combat Luck (6 PD/6 ED) 34 Danger Sense (immediate vicinity, any danger, Function as a Sense) 15- 6 +2/+2d6 Striking Appearance (vs. all characters) Skills 10 +2 with Trick Playing Cards 6 +1 with all Agility Skills 3 Acrobatics 14- 3 Acting 14- 3 AK: Monaco 13- 3 Breakfall 14- 3 Bugging 13- 3 Charm 14- 3 Climbing 14- 3 Combat Driving 14- 3 Concealment 13- 3 Contortionist 14- 3 Conversation 14- 3 Disguise 13- 3 Electronics 13- 3 Fast Draw: Trick Playing Cards 14- 6 Gambling (Card Games) 15- 3 High Society 14- 2 Inventor 14- (Only to Make Trick Playing Cards, -½) 4 KS: Casinos 14- 0 Language: French (idiomatic) (4 Active Points) 2 Language: English (fluent conversation) 2 Language: Italian (fluent conversation) 3 Lockpicking 14- 3 Persuasion 14- 3 Power: Gadgeteering 13- 3 Security Systems 13- 3 Shadowing 13- 3 Sleight Of Hand 14- 3 Stealth 14- 2 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles Total Powers & Skill Cost: 304 Total Cost: 520 Pts Complications 10 Hunted: the Napoleon of Crime, Infrequently (As Pow; NCI; Limited Geographical Area; Capture;) 20 Hunted: UNTIL; Infrequently (Mo Pow; NCI; Capture) 20 Psychological Complication: Compulsive Gambler; (Very Common; Strong) 15 Psychological Complication: Leaves Behind Playing Cards as a Sign; (Common; Strong) 15 Psychological Complication: Thrillseeker; (Common; Strong) 15 Psychological Complication: Overconfident (Common; Strong) 5 Rivalry: Professional, with other super-thieves, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 15 Social Complication: Secret ID; Frequently, Major 115 Complication Points Total Experience Points: 520
  4. Thank you. Here is: The Black Druid! Black Druid Val Char Cost Roll Notes 15 STR 5 12- Lift 200.0kg; 3d6 [1] 18 DEX 16 13- OCV: 7/DCV: 7 28 CON 18 15- 23 INT 13 14- PER Roll 14- 30 EGO 20 15- ECV: 10 - 10 20 PRE 10 13- PRE Attack: 4d6 7 OCV 20 7 DCV 20 10 OMCV 21 10 DMCV 21 4 SPD 20 Phases: 3, 6, 9, 12 7+20 PD 5 Total: 7/27 PD (0/20 rPD) 7+12 ED 5 Total: 7/19 ED (0/12 rED) 12 REC 8 60 END 8 20 BODY 10 48 STUN 14 Total Characteristic Cost: 234 Movement: Running: 12m/24m Flight: 40m/80m Leaping: 4m/8m Swimming: 4m/8m Cost Powers 80 Druidic Magic: Multipower, 120-point reserve, (120 Active Points); all slots Gestures (-¼), Incantations (-¼) 8f 1) Alter Weather: Change Environment (+/-6 Temperature Level Adjustment, Long-Lasting 1 Turn, Varying Combat Effects), Personal Immunity (+¼), Area Of Effect (16m Radius; +¾), Varying Effect Any Weather (+1), MegaScale (1m = 1 km; +1) (120 Active Points); Gestures (-¼), Incantations (-¼) END 12 13v 2) Water Blast: (Total: 112 Active Cost, 66 Real Cost) Blast 8d6, Double Knockback (+½) (60 Active Points); Gestures (-¼), Incantations (-¼) (Real Cost: 40) plus Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1), Does BODY (+1) (52 Active Points); Linked (Blast; -½), Gestures (-¼), Incantations (-¼) (Real Cost: 26) END 6 12v 3) Blinding Light: Sight Group Flash 12d6, Area Of Effect Accurate (1m Radius; +½) (90 Active Points); Gestures (-¼), Incantations (-¼) END 9 4v 4) Wild Shape: Shape Shift (Sight, Hearing, Touch and Radio Groups, any animal), Makeover (30 Active Points); Gestures (-¼), Incantations (-¼) END 3 8v 5) Air Blast: Blast 8d6, Double Knockback (+½) (60 Active Points); Gestures (-¼), Incantations (-¼) END 6 8v 6) Stone Blast: Blast 12d6 (60 Active Points); Gestures (-¼), Incantations (-¼) END 6 8v 7) Fire Blast: Killing Attack - Ranged 4d6 (60 Active Points); Gestures (-¼), Incantations (-¼) END 6 8v 8) Control Nature: Dispel Nature or Elemental Related Powers 10d6, Variable Effect (+½), Area Of Effect Accurate (1m Radius; +½) (60 Active Points); Gestures (-¼), Incantations (-¼) END 6 6v 9) Tangling Growth: Entangle 6d6, 6 PD/6 ED (60 Active Points); OIF (Plants of Opportunity; -½), Gestures (-¼), Incantations (-¼) END 6 8v 10) Control Animals: Mind Control 12d6 (Animal class of minds) (60 Active Points); Gestures (-¼), Incantations (-¼) END 6 8v 11) Elemental Protection: Resistant Protection (20 PD/12 ED), Variable Special Effects (Any Element; +¼) (60 Active Points); Gestures (-¼), Incantations (-¼) 8v 12) Nature's Chariot: Flight 40m, Reduced Endurance (½ END; +¼), Usable As Swimming (+¼) (60 Active Points); Gestures (-¼), Incantations (-¼) END 2 36 Mystical Staff: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½) (45 Active Points); Hand-To-Hand Attack (-¼) 40 Blessing of the Old Gods: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 16 Blessing of the Old Gods: Regeneration (1 BODY per Turn) 5 Druid Senses: Infrared Perception (Sight Group) 10 Druid Senses: Tracking with Smell/Taste Group Skills 40 +4 with All Attacks 7 Animal Handler (Birds, Bovines, Canines, Equines, Raptors, Ursines) 13- 3 Concealment 14- 3 KS: Ancient Britain 14- 3 KS: Arcane And Occult Lore 14- 3 KS: The Mystic World 14- 0 Language: Gaelic (idiomatic) (4 Active Points) 1 Language: English (basic conversation) 2 Navigation (Land) 14- 3 Science Skill: Botany 14- 3 Science Skill: Zoology 14- 2 Survival (Temperate/Subtropical) 14- Total Powers & Skill Cost: 356 Total Cost: 590 Pts. Complication 35 Enraged: Berserk when he sees animals mistreated or the environment polluted, (Common), go 14-, recover 11- 20 Hunted: Duchess Industries; Infrequently (Mo Pow; NCI; Kill) 20 Hunted: The New Knights of the Round Table Infrequently (Mo Pow; NCI; Kill) 15 Negative Reputation: Fanatical Eco-Terrorist;, Frequently (Extreme) 10 Psychological Complication: Claustrophobia; (Uncommon; Strong) 25 Psychological Complication: Hates Technology; (Very Common; Total) 15 Social Complication: Public ID; Frequently, Major 10 Vulnerability: 2 x BODY from Cold Iron attacks (Uncommon) 150 Complication Points Experience Points: 190
  5. A friend of mine gamed with Aaron Allston, who dubbed him a "rules rapist" for a power-gamed character he built back in the 1980s. He told us about him and was pretty shook up when he heard of Aaron's death. I wish you the best, and I look forward to seeing the 6e adaptation of his beloved campaign world.
  6. Banshee Val Char Cost Roll Notes 20 STR 10 13- Lift 400.0kg; 4d6 [2] 20 DEX 20 13- OCV: 7/DCV: 7 25 CON 15 14- 25 INT 15 14- PER Roll 14- 25 EGO 15 14- ECV: 8 - 8 25+20 PRE 15 14- / 18- PRE Attack: 5d6/9d6 7 OCV 20 7 DCV 20 8 OMCV 15 8 DMCV 15 5 SPD 30 Phases: 3, 5, 8, 10, 12 10 PD 3 Total: 10 PD (5 rPD) 10 ED 3 Total: 10 ED (5 rED) 15 REC 11 70 END 10 25 BODY 15 48 STUN 14 Total Characteristic Cost: 246 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers 80 Ghost/Banshee Powers: Multipower, 80-point reserve 8f 1) Banshee Scream I: Drain END 4d6, Attack Versus Alternate Defense (Flash Defense (Hearing); All Or Nothing; +0), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (80 Active Points) END 8 8f 2) Banshee Scream II: Blast 8d6, Attack Versus Alternate Defense (Flash Defense (Hearing); +1) (80 Active Points) END 8 4f 3) Banshee Scream III: Hearing Group Flash 8d6, Area Of Effect (12m Cone; +½) (36 Active Points); END 4 8f 4) Banshee Scream IV: Killing Attack - Ranged 3d6, Area Of Effect (20m Cone; +¾) (79 Active Points) END 8 4f 5) Ghost Form: Desolidification (affected by Magic) (40 Active Points) END 4 2f 6) Visions of the Future: Precognitive Clairsentience (Sight Group) (40 Active Points); Precognition Only (-1) END 4 10 Terrifying Wail: +20 PRE (20 Active Points); Only To Make Fear-Based Presence Attacks (-1) 15 Banshee Form: Resistant Protection (5 PD/5 ED) 30 Banshee Form: Physical Damage Reduction, Resistant, 50% 30 Banshee Form: Energy Damage Reduction, Resistant, 50% 10 Banshee Mind: Mental Defense (10 points total) 10 Banshee Form: Power Defense (10 points) 40 Banshee Nature: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) 0 20 Banshee Concealment: Invisibility to Sight Group END 2 25 Banshee Visitation: Extra-Dimensional Movement (from Limbo to any point on Earth) END 2 8 Visions of Doom: Sight Group Images, +/-1 to PER Rolls, Area Of Effect (2m Radius; +¼) (16 Active Points); Set Effect (Only To Show A Person's Death, Or A Great Disaster; -1) END 2 Talents 20 Universal Translator 14- Skills 25 +5 with Banshee Scream 3 KS: Vandaleur Family 14- 0 Language: Gaelic (idiomatic) (4 Active Points) 7 Mimicry 16- 11 Stealth 17- Total Powers & Skill Cost: 378 Total Cost: 624 400+ Matching Complications 15 Hunted: London Watch; Infrequently (Mo Pow; NCI; Limited Geographical Area; Capture;) 20 Hunted: New Knights Of The Round Table; Infrequently (Mo Pow; NCI; Capture) 10 Hunted: Extradimensional Entities Of The Universe; Infrequently (Mo Pow; NCI; Watching) 20 Hunted: Vandeleur Family; Infrequently (Mo Pow; NCI; Harshly Punish) 25 Psychological Complication: To Haunt Those Fated To Die Soon; (Very Common; Total) 20 Negative Reputation: Harbinger Of Death, Very Frequently (Extreme) 20 Susceptibility: from iron 2d6 damage per Turn (Common) 20 Susceptibility: from salt 2d6 damage per Turn (Common) 150 Complication Points 224 Experience Points
  7. Bastion of Budapest Val Char Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [1] 15 DEX 10 12- OCV: 5/DCV: 5 18 CON 8 13- 18 INT 8 13- PER Roll 13- 23 EGO 13 14- ECV: 8 - 8 10 PRE 0 11- PRE Attack: 2d6 5 OCV 10 5 DCV 10 8 OMCV 15 8 DMCV 15 5 SPD 30 Phases: 3, 5, 8, 10, 12 8 PD 6 Total: 8 PD (0 rPD) 8 ED 6 Total: 8 ED (0 rED) 7 REC 3 40 END 4 10 BODY 0 26 STUN 3 Total Characteristic Cost: 144 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers 165 Telekinetic Hold: Entangle 6d6, 6 PD/6 ED, Alternate Combat Value (uses OMCV against DCV; +0), Works Against EGO, Not STR (+¼), Reduced Endurance (½ END; +¼), Area Of Effect (1m Radius; +¼), Takes No Damage From Attacks All Attacks, EGO only to break out (+1) (165 Active Points) END 7 60 Telekinetic Choke: Killing Attack - Ranged 1d6, Alternate Combat Value (uses OMCV against DCV; +0), +1 Increased STUN Multiplier (+¼), Reduced Endurance (½ END; +¼), Constant (+½), Attack Versus Alternate Defense (Life Support (Self-Contained Breathing); target holds his breath; All Or Nothing; +1), Does BODY (+1) (60 Active Points) END 3 105 Telekinetic Wall: Barrier 14 PD/14 ED, 0 BODY (up to 8m long, 4m tall, and ½m thick), Dismissable, Non-Anchored, Reduced Endurance (½ END; +¼), Hardened (+¼) (105 Active Points) END 4 Perks 6 Contact: Hungarian Government Official (Contact has access to major institutions, Contact has extremely useful Skills or resources) 11- 3 Fringe Benefit: Federal/National Police Powers 3 Positive Reputation: Hungarian National Hero (Eastern Europe) 11-, +3/+3d6 Talents 3 Absolute Time Sense 5 Eidetic Memory 3 Lightning Calculator 4 Speed Reading (x10) Skills 15 +5 with Telekinetic Powers 2 AK: Hungary 11- 13 Bureaucratics 16- 3 CK: Budapest 13- 3 Cryptography 13- 3 Deduction 13- 0 Language (Hungarian, Idiomatic) 2 Language (English, Fluent Conversation) 3 Lipreading 13- 3 Science Skill: Mathematics 13- Total Powers & Skill Cost: 404 Total Cost: 548 Pts. Complication 15 Dependent NPC: Adopted Niece, Infrequently (Incompetent) 10 Distinctive Features: Mutant (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 25 Enraged: When children are hurt; (Uncommon), go 14-, recover 8- 25 Hunted: Hungarian Government; Very Frequently (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching) 10 Physical Complication: Nearsighted, Wears Glasses; (Infrequently; Slightly Impairing) 20 Psychological Complication: Always Obeys Orders of Superiors; (Common; Total) 10 Psychological Complication: Frightened of Losing Custody of Niece; (Uncommon; Strong) 15 Psychological Complication: Never Endangers/Protective of Children; (Uncommon; Total) 15 Social Complication: Public ID; Frequently, Major 145 Complication Points 148 Experience Points
  8. I did that for a couple of them-they had combat luck in addition to their defense. How much combat luck should I allow?
  9. Here they are: Harboiled Ex-Cop Tough Guy Masked Vigilante Femme Fatale Traumatized Ex-Soldier Damsel in Distress Damsel in Distress.pdf Femme Fatale.pdf Hardboiled Ex-Cop.pdf Masked Vigilante.pdf Tough Guy.pdf Traumatized Ex-Soldier.pdf
  10. Hey all, So I'm going to run a hybrid of Watchmen and Sin City in a couple weeks for some friends. I'm going to post characters here. Please let me know what you think. The point value is 225 with 50 complications. I'm giving people 5 DEF armor and 2-3 weapons for equipment. So far. Please let me know any suggestions for running a good heroic game, as well. I am going to use a Heroic Action Point system as well.
  11. Nice. Thanks man! I made up 6 characters. Please feel free to take a look. Let me know what you think. Please also feel free to suggest names. Catgirl College Student.pdf Mutant Bull Brawler.pdf Mutant Chimpanzee Brainiac.pdf Mutant Gun-Toting Rabbit.pdf Mutant Hawkman.pdf Mutant Turtle Ninja.pdf
  12. If anyone of you wants to take a stab at making some, I'll put the guidelines as 300 CP and 60 complication pts.
  13. My first Champions character: Dragon Lady. She's a half-Chinese cop who went through a super-soldier program. She moonlights as the vigilante Dragon Lady- basically a female version of Batman and the Punisher.
  14. Here is an anti-heroine I played in a game. She's a FBI Agent who made a deal with a devil-like figure which turned her into a half-demon.
  15. Hey guys, I was wondering if anyone had builds for the TMNT for Hero/Champions, along with a mutant creator? I was thinking of doing a one-shot for a convention.
  16. Cool. El Toro is hilariously awesome. I do think you should raise his defenses, or give him damage reduction- as he's a little on the weak side as far as defense- if you're going for a brick. If you want to keep him as a martial artist (brawler) subtype, then I would keep him as is- but just understand his limitations.
  17. The only one that survived from those books was Glacier- the Black Druid is kind of similar to 6e Cairngorm, but they do have different names. The European Enemies book is highly flawed, but has some amusing villains which a GM that I used to play with used in his campaign.
  18. Hey Supabeasto, Just a few things: 1) Why is the well-oiled body a -1 disadvantage? Do you want it to be OAF, as far as being easily taken off/disarmed? The perceivable is fine if you keep it by itself- you might want to make it OIF so it's harder to be taken off (which would make the perceivable unavailable). 2) I would give your character some kind of damage reduction- perhaps requiring a CON roll to make it cheaper. 3) I'd make you buy the danger sense without costing endurance or the additional skill roll- but depends on what the GM will allow. 4) Your Bull's Gore is a 23d6 (115 pt) attack- is the GM going to allow that? 5) Buy Chokehold as a martial arts maneuver, you can add damage classes to it. 6) Are you going to buy any CSLs? You may have a hard time hitting targets with only a 6 OCV, unless you have a party member who will entangle enemies for you, grab them, or knock them prone. The character is hilariously awesome though.
  19. Sorry to intrude on your thread, Mr. Taylor- but I was wondering if you would mind if I posted the updated European Enemies, Red Doom, and Red Guard supers in this thread? I did them back in 2013-2014 for a little project that never quite got off the ground. I can submit them to you along with the B & W images.
  20. I actually am running a Necessary Evil game set in the HERO/Champions universe. It's more of a globe-trotting game than the Savage Worlds book- as the heroes have travelled to: Millennium City, Los Angeles, Vibora Bay, Washington DC, Hudson City, London, Amsterdam, Montreal and Tokyo. Is your game still going? I started mine back in January and it's still going strong despite having a player drop out and another player replace him.
  21. Hi Storn, Do you remember Dave Webb at all? I'm in a regular game with him and he showed us some characters you drew for him. They looked wicked awesome!
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