Jump to content

Christopher R Taylor

HERO Member
  • Posts

    12,159
  • Joined

  • Last visited

  • Days Won

    46

Everything posted by Christopher R Taylor

  1. You have to keep in mind campaign limits for PCs as well. Even at x2 cost, if you're fine with a PC spending 80 points on defenses (plus flash defense and whatever else like life support), I guess you get what you're asking for.
  2. Actually a trick I found useful was to not change knockback from 5th to 6th edition. So when it went from 2m inches to 1m... one meters, just treat it as meters. So effectively knockback halved.
  3. HONEY BADGER This is the brawler/berserker character for fans of Wolverine. By using Honey Badger, it taps into popular culture and keeps the theme going while being kind of fun. He's your basic beat 'em up type. I focused more on tough and fearless than regenerating, so its not too obvious a connection, and so it feels more like the Honey Badger viral video. HB has a little bit of slowish regen, but mostly the character doesn't tire out or take much damage. A 12d6 attack would do 9d6, reduced by 25% and 15, which means the average 42 stun and 12 body attack turns into 9 stun and no body. Falling out of orbit (20d6) becomes 30 stun and 0 body - still conscious and not even stunned! So I might have overdone it, the character can be nickle and dimed down but nobody is going to hurt HB very badly with any ordinary attack. Losing the damage reduction would make HB easier to run and a bit less invulnerable but conceptually it works for how badgers are built (hard to hurt, can turn in their skin etc). My concern with him is that he's a little complicated for the GM to deal with. Damage Negation plus Damage Reduction makes HB really durable and hard to put down, but its a bunch of stuff for a newbie GM to figure out in combat. Plus he has Martial Arts and Combat Levels, which means choices rather than straight up "hit em til they fall down" straight forward combat. So I'm pondering how to handle that. Maybe strip the Martial Arts and levels and just give him damage and a higher OCV, then add in the martial arts and lower the raw damage to represent skill increase but not damage increase. BASE STORY: Honey Badger has always been tough. From a young age, this caused the durable HB to become fearless and bold, charging in where others held back. This naturally led to a career as a firefighter and rescue worker, the crazy one that the rest are amazed by. But that wasn't enough for Honey Badger, who loved to help people and save lives, but was faced with a more awful danger than fires; criminals and supervillains. Honey Badger learned to fight from a variety of sources, from mixed martial arts teachers to boxers to a man who learned to survive in the worst Russian prisons. Now Honey Badger takes to the streets to protect especially young people and children. But HB has drawn the attention of those who hate and fear mutants, and has to avoid their attacks as well. Unfortunately, the fearless determination and refusal to back down can cause Honey Badger to become a bit too fixated in combat and lose their mind trying to defeat an enemy. MALE VERSION: No additional story FEMALE VERSION: Its not easy to break into the man's world of fire fighting as a woman, but Honey Badger demonstrated so much strength and endurance and such a fearless approach that she quickly was accepted and is one of the most award winning firefighters in The City. Honey Badger Val Char Cost 20 STR 10 Lift: 400kg; 4d6 20 DEX 20 25 CON 5 CON vs being stunned: 35 10 INT 0 18 EGO 8 25 PRE 15 Defensive Presence: 35 5 OCV 10 5 DCV 10 3 OMCV 0 4 DMCV 3 15 PD 8 rPD: 5; 25% Damage Reduction; 3d6 Damage Negation 15 ED 8 rED: 5; 25% Damage Reduction; 3d6 Damage Negation 5 SPD 30 10 REC 6 30 END 2 12 BOD 2 36 STN 8 18m RUN 6 6m SWIM 1 8m LEAP 2 Characteristics Cost: 154 Cost Power 6 Healing: Regeneration (1 BODY per 6 Hours) 24 Brawler: Damage Negation (-3 DCs Physical, -3 DCs Energy) (30 Active Points); Unified Power (-1/4) 12 Brawler: Physical Damage Reduction, Resistant, 25% (15 Active Points); Unified Power (-1/4) 12 Brawler: Energy Damage Reduction, Resistant, 25% (15 Active Points); Unified Power (-1/4) 12 Brawler: Resistant Protection (5 PD/5 ED) (15 Active Points); Unified Power (-1/4) 6 Brawler: +10 CON (10 Active Points); Only to protect from being stunned (-1/2), Unified Power (-1/4) 2 Tough Mind: Mental Defense (13 points total) (3 Active Points); Unified Power (-1/4) 2 Tough: Power Defense (3 points) (3 Active Points); Unified Power (-1/4) 4 Fearless: +10 PRE (10 Active Points); Only for defense (-1), Unified Power (-1/4) 4 Fearless: +10 Mental Defense (13 points total) (10 Active Points); Only vs fear-based effects (-1), Unified Power (-1/4) 4 Reduced Endurance (1/2 END; +1/4) (4 Active Points) applied to Running 5 Tireless: Reduced Endurance (1/2 END; +1/4) (5 Active Points) applied to STR Powers Cost: 93 Cost Martial Arts Maneuver 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike 8 +2 HTH Damage Class(es) Martial Arts Cost: 20 Cost Skill 16 +2 with HTH Combat 1 Bureaucratics 8- 2 KS: Fire and Building safety laws 11- 3 Mechanics 11- 3 Paramedics 11- 2 PS: Firefighter 11- 3 Streetwise 14- (16-) Skills Cost: 30 Total Character Cost: 297 Pts. Complication 20 Dependent NPC: Any helpless or needy child he encounters Infrequently (Incompetent; Unaware of character's adventuring career/Secret ID) 15 Enraged: harmed in combat (Uncommon), go 11-, recover 11- 20 Hunted: Mutant Hunters Infrequently (Mo Pow; NCI; Harshly Punish) 15 Psychological Complication: Never give up, never surrender (Common; Strong) 15 Psychological Complication: Very protective of young people (Common; Strong) 15 Psychological Complication: Fearless and reckless (Common; Strong) 10 Social Complication: (Secret Identity) Frequently, Minor Complication Points: 110 Base Points: 300
  4. The story should indicate the reputation of being a killer, I agree. Toxxyn isn't but has been branded as one; thanks for reminding me. I wanted an "unfair treatment" element like Spider-Man puts up with from the news, but something different. In this case, because of something in Toxxyn's past, cops and the public remember that supposedly there was a murder but it isn't true. the problem with 20DC of damage negation is that its 100 points, which is way over what I'm trying to put the active cap at and breaks the character's cost. 20 PD makes the fall from any realistic height in the game survivable, if painful. I really should have split out the stats in the write up for Vulcan, though, you're right.
  5. If you don't move to 6th I strongly advise borrowing a few of the changes: Area effect cost, extremely well done and flexible Damage Over Time advantage, somewhat complicated but solves massive problems from previous builds Restructuring of Transform costs Change Environment concepts and additions (such as choking) Some of the new sense modifiers like Adjacent and penetrative instead of N-Ray AVAD and ACV advantages, much better than previous attempts And yeah I use a modified Champions Universe, with my own timeline and stuff added in and some left out (like Detroit being obliterated).
  6. To be honest, I wouldn't allow this. I get the concept, but what you're doing is building in a limitation that lowers cost considerably, then finding a way around that limitation with a power pool and I just don't like that at a gut level.
  7. 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.
  8. Right: combat stats are more expensive. REC is probably too cheap right now because of this, it maybe should be 1.5 per point but the math is funny that way. I think END is too cheap right now as well.
  9. 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.
  10. Every time I've run a convention game I had pre-made characters and a pretty straight forward scenario. Nobody had any problem with the system, as they were already fans.
  11. Exactly. Its especially good compared to the alternatives out there in gaming today. I still haven't seen a system I prefer over it. 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.
  12. 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.
  13. 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
  14. Personally? No. But I'm aware that nearly every military on earth not just allows, but requires soldiers to refuse orders that are crazy or evil, like nuking Manhattan.
  15. Most Dex skills are pretty critical as well. Its one thing to be witty at parties, but it has real game impact to unlock a door or sneak up behind a guard.
  16. 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).
  17. 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.
  18. That's not any different from having 2m hexes. My half move of 15" is 7", do I round down to 6? Do I put him halfway across the line?
  19. I'm reasonably sure Tony dies in some contrived heroic fashion (like the Avengers film when for no sane reason some demented pilot launched a nuke at New York City).
  20. 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.
  21. Yeah from the start she didn't really seem to enjoy the role or put herself into it at all. Then again, she never really has.
  22. You should always try bowing after you do a haymaker.
  23. 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.hdc
×
×
  • Create New...