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Christopher R Taylor

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Posts posted by Christopher R Taylor

  1. TOXXYN

     

    OK, so its a bit of an Image/Iron Age 90's -name, but it has some charm and should appeal to some players pretty well.  Toxxyn is the Spider-Man type, the agile fast sort.  I built Toxxyn around a Jumping Spider as per the suggestion of Steriaca and so no webs but lots of jumping ability, and a poison-concept physical attack so its a spider concept without being a Spidey clone (and a lot less complex than the web build).  Toxxyn is built to be able to fall long distances safely (that 30 PD plus breakfall = can fall from orbit safely) and has 360-degree vision instead of spider sense.  Hit hits hard (9d6) but can do the 5d6 poison-based AVAD as well.

     

    ALL STORY: Toxxyn was a Taxi Driver who was driving a strange guy in an obvious disguise through The City when the fare opened up his briefcase and out rushed this green smoke that filled the cab.  The fare laughed and shouted something about how they were all going to pay, then passed out.  Toxxyn pulled over and bailed out of the car, but felt no ill effects.  It turned out that the fare was a mad scientist who meant to set off a chemical attack to punish the City for refusing Toxxyn a grant, but the spider venom-based bio weapon was not properly designed and seemed to have no effect.  However, it did do something: it activated Toxxyn's latent genetic abilities, and gave the character fantastic jumping spider powers.  Now, Toxxyn uses their amazing powers to fight crime in a spectacular manner.  Unfortunately, early in Toxxyn's crime fighting career, while chasing a criminal he fell to his death just as Toxxyn was reaching for him, and cops below thought he pushed the wretch off the building.  NOw, cops and many on the street think Toxxyn is a lethal vigilante, but this character avoids killing at all costs and hates the idea of it.

     

    No distinction between male and female stories here.

     

    Toxxyn
     
    Val Char Cost
     30 STR    20          Lift: 1600kg; 6d6
     23 DEX    26
     18 CON    8
     10 INT      0
     10 EGO    0
     15 PRE     5           Presence Attack: 3d6
      6  OCV   15 
      7  DCV   20
      3  OMCV    0
      3  DMCV   0
     10 PD       8            With Combat Luck: PD 19; rPD 9   (Against falling damage: PD 30)
     10 ED       8            With Combat Luck: ED 19; rED 9
      5  SPD   30
      9  REC    5
     40 END    4
     10 BOD    0
     30 STN    5
     
    15m RUN    3
      4m SWIM  0
    30m LEAP 13
    Characteristics Cost: 170
     
    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
     
    Cost Skill
      3     Breakfall 14-
      3     CK: The City 12-
      3     Combat Driving 14-
      3     Streetwise 12-
      2     PS 11-
    Skills Cost: 14
     
    Cost Perk
      1     Fringe Benefit:  License to practice a profession (taxi medallion)
    Perks Cost: 1
     
    Cost Talent
     18    Combat Luck (9 PD/9 ED)
    Talents Cost: 18
     
    Total Character Cost: 300
     
    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
     
    *updated to reflect complications more clearly.
  2. Its a problem, and related to the way players tend to avoid vulnerabilities as a complication as well.  The genre is now "I can't be hurt, hulk smash" most of the time now.  This is why campaign caps and careful examination of characters is a good idea.

     

    The low DCV thing you can teach players not to do with some strategically placed AVAD attacks.

  3. I get that the speed chart isn't perfect, but it seems to me the variations introduce more problems than they solve.

    Exactly. Its especially good compared to the alternatives out there in gaming today.  I still haven't seen a system I prefer over it.

     

    My personal take is this: if you are going to remove something like the speed chart, what value is added?

     

    Its not really any more simple if you use any tool at all to keep track.  And variations of when people move is an excellent way to represent skill and swiftness in combat that is simply stripped away by removing the speed chart.  Even in games where all speed values are very similar (most heroic settings) you can still get a feel for combat ability through one point variations.

  4. I think the problem with most Hero combat is that few players take advantage of the tactical opportunities.  It ends up very regimented because people are not willing to block, delay, dodge, and set up an attack.  I understand why: waiting between phases is frustrating and feels like you're missing out.  But doing so would make combat a lot less predictably timed.

  5. BEHEMOTH

    This is the Hulk equivalent, the big bruiser that's tough and strong and not a lot else.  I build in some "brick tricks" which might be a little complicated for a starter, but it allows players to pull off basic conceptual stuff without the GM needing to wing it or figure it out.  Behemoth isn't built to be able to punch the Pentagon to the moon, but able to lift 50 tons.  I prefer this kind of build for bricks: not huge damage, but big strength tricks.  This is also the character I have the least background and concept worked out for.  Just: Behemoth Smash.

     

    ALL VERSIONS: Behemoth is a monster, a huge brute that stands 8 feet all and five feet across.  A gigantic figure, Behemoth is gentle as a lamb with animals, and has a gift for training especially large creatures and works at a zoo.  Behemoth wasn't always this way, it began with puberty, growing bigger and stronger and changing color until by age 18 it was clear that this was no ordinary person.  Now, the Behemoth tries to protect those in danger, using tremendous strength and durability to stand in the place of others, when danger strikes.

     

    FEMALE VERSION: It is never easy growing up a teenage girl, but when you're six feet tall and 200 pounds at age 13, its even more difficult.  By high school, She no longer even had normal skin, and was over seven feet tall.  Able to lift a car, she found that the teasing had gone away, but she wasn't able to attend a normal school.  At the brink of giving everything up, she ran into a Rhinoceros on a bridge, and was able to talk the creature down, calming it so it could be returned to the zoo where an attack by supervillains had broken it out.  Now, she splits her time between working with animals at the zoo and fighting crime.

     

    MALE VERSION: At first, being bigger and stronger than everyone else was great.  A star football player in middle school, he soon found that he was getting a little too strong and eventually no school even let him compete.  Unable to even attend normal school and frightening ordinary people, the Behemoth was moved to the country to live with relatives.  There, he found that he was able to work with the ranch animals and train them far better than others, and when a supervillain crashed their escape vehicle in the nearby park, the Behemoth saved the day and found that he liked the feeling of helping others.

     

    Behemoth

     

    Val Char Cost

     40 STR    30         (55 STR to exert)  8d6; lift 50 tons

     15 DEX    10

     28 CON   18

     10 INT      0

     10 EGO    0

     25 PRE    15         5d6 Presence Attack

      5  OCV   10

      5  DCV   10

      3  OMCV  0

      3  DMCV  0

     30 PD     13          15 rPD

     30 ED     13          15 rED

      4  SPD   20

     15 REC   11

     45 END    5

     20 BOD  10

     50 STN  15

     

    20m RUN   8

      8m SWIM 2

    30m LEAP  8

    Characteristics Cost: 198

     

    Cost Power

     45    Tough: Resistant Protection (15 PD/15 ED)

      5     Reach: Stretching 5m

     10    Huge: Knockback Resistance -10m

      8     Tough: Power Defense (8 points)

     

     15    Strength Tricks: Multipower, 31-point reserve,  (31 Active Points); all slots Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1)

     1f     1)  Burly: +15 STR (15 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1), Only for non-damaging applications (-1/2)

     1f     2)  Big Fists: Area Of Effect (1m Radius; +1/4) (10 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1) applied to STR

     1f     3)  Clap: Area Of Effect (16m Cone Explosion; +1/4), Double Knockback (+1/2) (30 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1), Only for attack (-1/2) applied to STR

     1f     4)  Rend and Break: Killing Attack - Hand-To-Hand 1 1/2d6 (3 1/2d6 / 4d6+1 w/STR), Armor Piercing (+1/4) (31 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1), Only on inanimate objects (-1/2), Extra Time (Full Phase, -1/2), Gestures (Requires both hands; -1/2)

     1f     5)  Long Jump: Leaping +10m (30m forward, 15m upward) (Accurate, x4 Noncombat) (15 Active Points); Requires A Roll (Strength Trick Roll; Must be made each Phase/use; -1)

    Powers Cost: 84

     

    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

     

    Total Character Cost: 300

     

    Pts. Complication

     20   Distinctive Features:  Gigantic gray human (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

     15   Physical Complication:  Enormous (18 feet tall, 800 kg weight) (Frequently; Slightly Impairing)

     10   Psychological Complication:  Competative (Common; Moderate)

     15   Psychological Complication:  Protective of team mates and friends (Common; Strong)

     10   Social Complication:  Public Identity Frequently, Minor

      5    Vulnerability:  1 1/2 x STUN Sonic attacks (Uncommon)

      5    Vulnerability:  1 1/2 x Effect Hearing Flash (Uncommon)

    Complication Points: 80

    Base Points: 300

    Behemoth.hdc

  6. Not saying it was correct, just logical.

    The pilot would not only know nothing about the tesseract, but he would know that the aliens are coming from a hole in space in the sky, which nuking the city is not rationally going to harm.  Logical?  To nuke Manhattan?  On the hope that somehow by killing 10 million people this would maybe stop an alien invasion from the sky?  Not even close.

     

    The hydra one is a more likely possibility, although blowing up NYC isn't exactly their style (especially since a lot of their leadership was, you know, in Manhattan).

  7. Because he was following orders?

    Not only is it standard doctrine to disobey idiotic and immoral orders, but the orders made no sense.  Plus, he was under direct orders to not nuke Manhattan.

     

    How was nuking a densely populated major city going to stop an alien invasion from a portal in the sky far above the city in any case??  The entire sequence was so that Tony could be a hero and "learn a lesson" from Captain America.  It was weak writing, even if it was exciting to watch.

  8. As a test, I took the 400-point versions of the Champions from C6, and gave them Takes No STUN, keeping the existing level of defenses. The cost of each goes up an average of 150 points! Is a Defender who can't get Knocked Out tougher than one who can? Sure...but I'm not sure he's 550 points tough.

    Exactly.  he's definitely not.

     

    There's no question that it would be easy to build an invulnerable character with automaton powers, but the question is, what's the mathematical breakdown?  To me, x2 makes more sense and fits better when I run the numbers.  I know that "if the Defense defends against against attacks that normally cause Stun and/or Body, it's tripled" makes a sort of sense, but that includes the fact that resistant defenses also protect against stun.  So you're doubling up on value, which reduces the effective cost for a character that takes no stun.  

     

    In the end, the point value of a character is a raw rating of power.  If the points don't equal the power, there's a problem.

  9. VULCAN

     

    Vulcan is the Thor equivalent, the 'god' with a hammer.  In this case, I've gone with the Roman god of blacksmithing, construction, etc.  Vulcan built all the weapons and armor that the other gods use.  As a punishment for her arrogance and toying with people, Jupiter forced Venus to marry the ugly dwarf but she was constantly stepping out on him.  Now whatever blacksmith holds his hammer and speaks the name of Vulcan transformed into him.

     

    ALL VERSIONS: Vulcan was a modestly successful blacksmith who sought greater recognition and success, and competed on a reality show but lost when their equipment failed.  Frustrated with the humiliation and failure, the smith who became Vulcan began searching for legendary, ancient tools that could enhance their skill and not fail them.  Following on slim leads and rumors, the hammer of Vulcan was found on a shipwreck off Malta, with the name of the god written on the side of the hammer hidden in clever designs.  By calling on the name of Vulcan, the blacksmith transforms into the mighty hero.

     

    VULCAN'S HISTORY: Frustrated with his wayward bride, Vulcan created a set of manacles to hold her at home when he was away working.  Humiliated and outraged with this treatment, Venus appealed to Diana, and the two of them created a spell that would bind Vulcan to his hammer that he'd created this prison with, one that caused him to be trapped within it until a mortal held it and called upon him.  Now Vulcan can only be free, but still controlled by the personality of the mortal that frees him, when the hammer is used.

     

    FEMALE STORY: As a female blacksmith, its hard to get respect and trust for her work.  After failing on the reality show, she was even more determined to prove herself and to inspire other women to take up the craft.  Now she's incredibly capable as a blacksmith with Vulcan's hammer, but has found a new calling: fighting evil with the immense power of Vulcan, even if she has to turn into a brutish male in the process.

     

    MALE STORY: The hammer of Vulcan increased his skill and quality of work incredibly, but he became disillusioned with the craft when it came so easily, and found a new calling - fighting for the innocent and weak with the power of Vulcan.

     

    Vulcan
     
     Val  Char Cost
    14/30 STR    4
     14    DEX    8
    15/20 CON   5
     14    INT     4
     13    EGO   3
    15/25 PRE    5
      5     OCV  10
      4     DCV   5
      3     OMCV 0
      5     DMCV 6
    6/25   PD     4
    8/44    ED     6
      4     SPD  20
    7/12  REC   3
    30/50 END   2
     15    BOD  5
    25/40 STN   3
     
    12m RUN   0
      4m SWIM 0
      3m LEAP  0
    Characteristics Cost: 92
     
    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
     
    Cost Skill
      6     +2 OCV With Hammer
      5     Inventor 13-
      2     KS: Metalworking and smithing through the ages 11-
      3     Mechanics 12-
      2     PS: Blacksmith 11-
      2     Science Skill:  Metallurgy 11-
      2     Science Skill:  Geology 11-
      3     Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12-
      4     +4 with single Skill or Characteristic Roll (8 Active Points); OAF (-1)
    Skills Cost: 29
     
    Cost Perk
       2    Money:  Well Off
    Perks Cost: 2
     
    Cost Talent
       6    Combat Luck (3 PD/3 ED)
    Talents Cost: 6
     
    Total Character Cost: 300
     
    Pts. Complication
      5    Distinctive Features:  Bright red hair and beard, unusually warm body heat, broad build and dark skin as Vulcan (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
     20   Hunted:  Hades and minions Frequently (Mo Pow; Harshly Punish)
      5    Hunted:  Religious zealots wanting to worship Vulcan Frequently (Less Pow; Mildly Punish)
     15   Psychological Complication:  Overconfident (Common; Strong)
     10   Psychological Complication:  Low opinion of mortals as Vulcan (Uncommon; Strong)
     10   Physical Complication:  Crippled leg as Vulcan (Infrequently; Slightly Impairing (-2m running, 0m leap))
     10   Physical Complication:  Strange physiology, requires specialized care (Infrequently; Slightly Impairing)
     15   Social Complication:  Secret Identity Frequently, Major
     10   Vulnerability:  1 1/2 x STUN Cold attacks (Common)
    Complication Points: 100
    Base Points: 300

     

     

    vulcan.png

    Vulcan.hdc

  10.  But I can see someone extending the logic to build an RKA with the Focus advantage and 1 charge that they interpret as creating one magic sword a day. 

     

    Its no different than someone building a gun out of steel and other parts, its just done with  magic, so its faster.

     

    However, the magical one only exists as long as the caster maintains the magic that constructs it (in my campaign at least, since all spells must at least cost END to start).  I would suggest that 1/day focus sword wouldn't work because you'd be creating a focus that only dealt damage once per day: once per day you can use the power.

  11. I assumed Surrealone was comparing that to the cost of continuing to use 5ed, given that they already all have those books.

    Not originally but yeah, that's what it turned into, which is a fair cop.

     

    Originally complaint was the "6th edition costs too much!" which is very valid.  I still don't have a physical copy of the 6th edition two-volume uber rules set because I can't justify the expense.  But since you don't have to pay that any longer, its just a question of being willing to move to the new edition or not.

     

    D&D fans buy the books for each edition, maybe with a grumble (particularly 4th) but without blinking.

  12. Sure, because the pricing in Hero is largely based on combat utility.  Knowledge Skills are incredibly useful, but virtually of no validity in combat: cheap.  Rapid Attack is really useful in combat but overall not particularly valuable in life: expensive.

  13. Exactly, its an end-around the rules that I used in the Codex several times.  Many Shaman spells involve a fetish or totem which they can hand to anyone, or keep themselves.  They're built as an OAF since anyone can grab and use or gain benefit from the item as long as the spell lasts.

     

    Its like building a Regeneration Gun.  Anyone can grab it and pull the trigger.

  14. Good point; the Hero system is a toolkit, and its used to build a variety of types and settings.

     

    For example, I added a "mana" stat to my Fantasy Hero game, fuel for spells.  Not all campaigns would necessarily use all skills or stats and that's fine.  But taking stuff away from the core game (such as what was done with Comeliness) results in less flexibility and fewer options for some settings.  If you don't like a stat or don't think its useful, don't use it.  If you build a Fantasy Game where you decide Energy Defense is now Magic Defense, and mundane energy attacks just go against PD, then do it.

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