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Christopher R Taylor

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Posts posted by Christopher R Taylor

  1. I figured 10-20 because characters started at 10 and 20 was a reasonable max for human strength - lifting 800+ lbs over your head is someone who is in really terrific shape.  It seemed to make sense if you extrapolate from STR to the other stats.

     

    Figured was a bit less clear, since there were no benchmarks, but you could just use max stats to figure from and see what you got.

  2. As for the Myth of Points Bloat

     

    Its no myth, its easily traced through each edition from 4th onward.  I mean, its obvious that each edition suggested more points for your superheroic characters (even if some GMs like me ignored the increase). Whether that represents a real increase in power for characters is debatable, but there's not really any way to label that increase as "mythical."

  3. Dzole

    Dzole is not rare, but it is difficult to spot and isolate.  This mineral is found in pea-sized tan nodules among other rocks and sands in deserts.

    Effect: Doubles effectiveness of most potions and herbs, where applicable (2d6 aid becomes 4d6, +2 paramedics roll becomes +4, etc).  GM can always rule it has no effect on a given herb or potion

    Addictive: Moderately

    Origin: Deserts

    Rarity: -3

    Preparation: 2 nodules melted under tongue, then potion or herb used within a minute

    Storage: d6 years

    Cost: 3 silver

  4. During your combat do you apply the rule to not exceed twice the DC of a weapon.

     

    I have a house rule where you can continue increasing, but it doubles the strength minimum.

     

    so: 3 damage class weapon (1d6 KA) can be doubled for 5 points over the STR min each damage class; +15 STR gives you 2d6.

    To get the next d6 takes 10 strength per damage class; +30 strength gets you 3d6.

    and so on.

     

    And, of course, the weapon is damaging its self.

  5. STREET KNIGHT

    The Batman/Moon Knight/Daredevil type.  The costume will have to be pretty "Batmanny" to get the point across I think, because the name is not exactly clear.  At least dark armor with maybe a cloak.  He's mostly skills with gadgets with light body armor, and I gave him a collapsible staff to fight with instead of a billyclub, for example.  He's not an independent billionaire, rather a private detective. He's got martial arts but when presented right that's not particularly difficult to play even for a beginner, its like picking skills from a list.

     

    BASIC STORY: The Street Knight has no special story to tell or trigger event.  Growing up in the city exposed this character to corruption in the wealthy and crime in the poor, and the Street Knight always had a basic need to see justice done and wrongs righted.  Time spent in the police department in their youth just proved to the Street Knight that justice was all too often not found there, either.  Becoming a private investigator, Street Knight tried to fight for justice, but quickly realized something more had to be done.  After a particularly big payoff from recovering a stolen painting, Street Knight purchased and had built equipment that enabled them to take to the city and more directly bring justice to its streets.  Now, working days as a PI and nights as Street Knight, this character is a scourge on crime at any level and in any place.

     

    The male and female stories are the same.

     

    Street Knight
     
    Val Char Cost
     20 STR   10
     18 DEX   16
     15 CON   5
     18 INT     8
     14 EGO   4
     20 PRE   10
      6  OCV  15
      6  DCV   15
      3  OMCV  0
      5  DMCV  6
     14 PD      6
     12 ED      4
      4  SPD  20
      8  REC   4
     25 END   1
     10 BOD   0
     30 STN   5
     
    14m RUN   2
      4m SWIM 0
    10m LEAP  0
    Characteristics Cost: 131
     
    Cost Power
     12    Body Armor: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2)
      2     Visor: Sight Group Flash Defense (5 points) (5 Active Points); OAF (-1)
      6     Visor: High Range Radio Perception (Radio Group) (12 Active Points); OAF (-1)
      2     Visor: Infrared Perception (Sight Group) (5 Active Points); OAF (-1)
      2     Visor: Nightvision (5 Active Points); OAF (-1)
     10    Flash Bombs: Sight Group Flash 5d6, Area Of Effect (4m Radius; +1/4), Personal Immunity (+1/4) (37 Active Points); 4 Charges (-1), OAF (-1), Gestures (-1/4), 10m Range (-1/4)
      8     Smoke Bombs: Darkness to Hearing Group 5m radius, Conforming (+1/2) (22 Active Points); OAF (-1), 4 Continuing Charges lasting 1 Minute each (-1/4), Dispersed by winds (-1/4), 10m range (-1/4)
      2     Lock Crack: +5 with single Skill or Characteristic Roll (10 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OAF (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Gestures (Requires both hands; -1/2)
      3     Glass Cutter: Killing Attack - Ranged 1/2d6, Armor Piercing (+1/4) (12 Active Points); OAF (-1), Only on glass (-1), Extra Time (Extra Phase, -3/4), Concentration (1/2 DCV; -1/4)
     
      7     Grapnel Gun: Multipower, 15-point reserve,  (15 Active Points); all slots OAF (-1)
     1f     1)  Swinging 20m (10 Active Points); OAF (-1)
     1f     2)  Stretching 15m (15 Active Points); OAF (-1), Clumsy (no fine manipulation or extended use) (-1/4)
     1f     3)  Flight 12m (12 Active Points); Only for ascending and descending safely (-1), OAF (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)
     
      1     Collapsible Staff: Stretching 3m (3 Active Points); Only for use with staff (-1), OAF (-1)
     25    Collapsible Staff: Multipower, 40-point reserve, all slots Difficult To Dispel (x2 Active Points; +1/4) (50 Active Points); all slots OAF (-1)
     1f     1)  Staff strike: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4)
     1f     2)  Pole Vault: Leaping +6m (10m forward, 5m upward) (3 Active Points); OAF (-1), Requires Acrobatics Roll (Skill roll; -1/2)
     1f     3)  +3 with block and disarm (9 Active Points); OAF (-1)
     1f     4)  Deflection (20 Active Points); OAF (-1), Limited Range (3m) (-1/4)
    Powers Cost: 87
     
    Cost Martial Arts Maneuver
      5     Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
      4     Fast Strike:  1/2 Phase, +2 OCV, +0 DCV, 6d6 Strike
      4     Martial Dodge:  1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
      3     Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR for holding on
      4     Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 35 STR vs. Grabs
      1     Weapon Element:  Empty Hand, Use with staff
    Martial Arts Cost: 21
     
    Cost Skill
      3     Acrobatics 13-
      3     AK: The City 13-
      3     Breakfall 13-
      3     Climbing 13-
      3     Concealment 13-
      3     Contortionist 13-
      3     Deduction 13-
      3     Forensic Medicine 13-
      3     Interrogation 13-
      3     Linguist
      1     1)  Language:  French (fluent conversation) (2 Active Points)
      1     2)  Language:  Italian (fluent conversation) (2 Active Points)
      2     3)  Language:  Russian (completely fluent) (3 Active Points)
      2     4)  Language:  Spanish (completely fluent) (3 Active Points)
      1     5)  Language:  Street slang (basic conversation)
      3     Lipreading 13-
      3     Lockpicking 13-
      3     Paramedics 13-
      2     PS: Investigator 11-
      3     Security Systems 13-
      3     Shadowing 13-
      3     Stealth 13-
      3     Streetwise 13-
    Skills Cost: 60
     
    Cost Perks
      1     Private Investigator's License
    Perks Cost: 1
     
    Total Character Cost: 300
     
    Pts. Complication
     10   Dependent NPC:  Secretary Velma Infrequently (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
     25   Hunted:  Various street criminals and gangs Frequently (Mo Pow; NCI; Harshly Punish)
      5    Negative Reputation:  Vigilante, Frequently (Known Only To A Small Group)
     15   Psychological Complication:  Fascinated by mysteries and the unknown (Common; Strong)
     15   Psychological Complication:  Driven to seek justice (Common; Strong)
     20   Psychological Complication:  Code against killing (Very Common; Strong)
     10   Social Complication:  (Secret Identity Frequently, Minor
    Complication Points: 100
    Base Points: 300

    Street Knight.hdc

  6. The only thing about picking a DCV bonus and putting a trigger on it, you need some sort of limitation to make it worth it.  Because as it is, I can take DCV without Trigger and it just applies all the time.

    This is true, although since its so situational, you can buy very small combat levels and use them which is much cheaper than straight 8 point DCV levels.  3 point "only for trigger" levels seems pretty appropriate.

  7. For Dodge, pick the bonus DCV you believe their defensive act should grant and put a trigger on it.

    For dive for cover, pick either a teleport (only to places he could run to) to a specific maximum distance and then the trigger takes care of it.  You'll probably need some kind of "to a nearby clear area" advantage to make the teleport go somewhere useful.

    For roll with a punch, I'd call it a damage reduction, 25% or maybe 50% depending on how significant you figure it is.

     

    To make sense to me, all the triggers would require limitations of "must be conscious and aware of attack" 

  8. Yep, I find that converting 4e to 6e there's no real effort required. Just mapping abilities across.

     

     

    There aren't really too many changes, on occasion I find one of the 4th edition builds can be done better with 6th rules, but most of the time for me after several hundred is that its just a matter of recosting a few things.  The real problems come when a power like missile deflection or find weakness/lack of weakness shows up and you have to re-model it.

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