-
Posts
12,179 -
Joined
-
Last visited
-
Days Won
46
Reputation Activity
-
Christopher R Taylor got a reaction from iamlibertarian in Superhero Cosplayers
Ladies and Gentlemen, I give you... the Mississippi Avengers.
Edit: A friend suggested "Gulf Coast Avengers" as a better name, and I agree - its more consistent with the existing Avengers names/
-
Christopher R Taylor got a reaction from tadk in Superhero Cosplayers
Ladies and Gentlemen, I give you... the Mississippi Avengers.
Edit: A friend suggested "Gulf Coast Avengers" as a better name, and I agree - its more consistent with the existing Avengers names/
-
Christopher R Taylor got a reaction from Roter Baron in Superhero Cosplayers
Ladies and Gentlemen, I give you... the Mississippi Avengers.
Edit: A friend suggested "Gulf Coast Avengers" as a better name, and I agree - its more consistent with the existing Avengers names/
-
Christopher R Taylor got a reaction from BoloOfEarth in Superhero Cosplayers
Ladies and Gentlemen, I give you... the Mississippi Avengers.
Edit: A friend suggested "Gulf Coast Avengers" as a better name, and I agree - its more consistent with the existing Avengers names/
-
Christopher R Taylor got a reaction from assault in 6th Edition Conversions
I didn't have the book with me so I gave him different kinds of color coded grenades assuming he had a multipower. Just assume he as a daughter with a lot of nail polish trying to help daddy out.
-
Christopher R Taylor reacted to Ninja-Bear in 6th Edition Conversions
Christopher you mentioned about buying some if these module. I bought the To Serve and Protect module years ago and it had a blank page every other sheet! Lol (I knew the condition of the module when I bought it. Someday I'll get a new copy.)
-
Christopher R Taylor got a reaction from Ragitsu in Marvel Cinematic Universe, Phase Three and BEYOOOOONND
It didn't have to go that way. If they made the Mandarin a throwback, a guy who wanted to get rid of the current Chinese government and impose a monarchy (as implied by his name and costuming in the comics) then the Chinese government would have no problem whatsoever with him as a villain that gets beaten. The choice wasn't about that, I suspect. It was about trying to keep a tech theme, and I strongly, strongly suspect Iron Man 3 was a script they bought a long time ago and adapted to the Iron Man franchise.
-
Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions
Sampson, Israeli soldier who as a child found he was able to turn into a powerful figure similar to Sampson from the book of Judges in the Old Testament. He believes he really is Sampson, but whether he's just able to become what he dreams of and imagines or really is a Sampson come to life again is not clear. His build is a bit odd because all his powers are based on his hair (cut it and he loses them) but its not clear how that takes effect. It was built as a physical complication in the module, but I made it a susceptibility. Further, his regeneration specifically had a limitation of turning off when his hair is cut.
I suppose it could be built as an IIF, but I'm not sure hair length really works for a focus.
Sampson Val Char Cost 75 STR 65 17 DEX 14 33 CON 23 19 BOD 9 10 INT 0 10 EGO 0 20 PRE 10 24 PD 22 With Lion Skin: PD 30; rPD 6 22 ED 20 4 SPD 20 20 REC 16 55 END 7 66 STN 23 12m RUN 0 4m SWIM 0 30m LEAP 13 Characteristics Cost: 272 Cost Power 4 Jawbone of an ass: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (-1), Hand-To-Hand Attack (-1/4) 6 Lion Skin: Resistant Protection (6 PD) (9 Active Points); OIF (-1/2) 3 Instant Change: Cosmetic Transform 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; +3/4) (5 Active Points); Limited Target Clothes worn by character (-1/2) 19 Reduced Endurance (1/2 END; +1/4) (19 Active Points) applied to STR 32 Regeneration (2 BODY per Turn) Powers Cost: 64 Cost Skill 16 +2 with HTH Combat Skills Cost: 16 Total Character Cost: 352 Pts. Disadvantage 15 Dependent NPC: Delilah Infrequently (Incompetent) 20 Enraged: Insulted in hero form (Uncommon), go 14-, recover 11- 5 Hunted: Syrian Intelligence Infrequently (As Pow; Limited Geographical Area; Harshly Punish) 15 Psychological Complication: Believes he really is sampson while in hero form (Common; Strong) 10 Psychological Complication: Hatred of "philistines" (Uncommon; Strong) 15 Social Complication: Secret Identity Frequently, Major 15 Susceptibility: Hair cut off All powers lost Instant (Uncommon) Disadvantage Points: 95 Sampson.hdc
-
Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions
In the group Deathstroke was the character Stinger who experimented a lot with insects. He managed to create some very powerful super sized insects such as the Cyborg Ant and Giant Mantis. Both were pretty godawful creatures best avoided, although they were extremely vulnerable to common hero type attacks. The Cybernetic Ant had a bit of a cheat; most of his powers were bought as "cybernetic OIF" but... seriously, nobody was going to tie one down and take the cybernetics away from them. It was a non-limitation, really and pointless because who cares how many points they cost? They also had a curious build on their damage resistance: does not work in water. That makes no sense from the point of view of it being chitin or armor, so I guessed that it was some kind of bioelectric field that ran through or over them like a force field.
Cybernetic Ant Val Char Cost 50 STR 40 24 DEX 28 30 CON 20 15 BOD 5 6 INT -4 11 EGO 1 30 PRE 20 25 PD 23 Resistant PD: 25 20 ED 18 Resistant ED: 20 5 SPD 30 16 REC 12 60 END 8 65 STN 23 OCV: 9 DCV: 9 OMCV: 5 DMCV: 5 18m RUN 6 4m SWIM 0 20m LEAP 8 Characteristics Cost: 294 Cost Power 30 Mandibles: Killing Attack - Hand-To-Hand 2d6 (5d6+1 w/STR) 13 Cybernetic Psi Projector: Mental Blast 2d6 (20 Active Points); Requires a Roll (1-4 Roll; Must be made each Phase/use) (-1/2) 30 Electrical Discharge: Blast 12d6 (60 Active Points); No Range (-1/2), 8 Charges (-1/2) 5 Bioelectric Shield: Resistant (+1/2) (12 Active Points); Does Not Work In Water (-1/4) applied to PD 4 Bioelectric Shield: Resistant (+1/2) (10 Active Points); Does Not Work In Water (-1/4) applied to ED 24 Digging: Tunneling 12m through 6 PD material 10 Antennae: Discriminatory with Smell/Taste Group 8 Antennae: +4 PER with Smell/Taste Group Powers Cost: 124 Cost Talent 23 Danger Sense (self only, out of combat, Function as a Sense) 11-/15- Talents Cost: 23 Total Character Cost: 441 Pts. Complication 30 Enraged: Berserk Blood is drawn (Common), go 11-, recover 11- 25 Susceptibility: Pesticides 3d6 damage per Phase (Uncommon) 20 Vulnerability: 2 x BODY Electricity (Common) 20 Vulnerability: 2 x STUN Electricity (Common) 30 Vulnerability: 2 x BODY Fire (Very Common) 30 Vulnerability: 2 x STUN Fire (Very Common) Complication Points: 155
The Giant Mantis, for whom there is no image. But hey, its just a Mantis, but bigger. I imagine them being roughly human sized, maybe 8 feet long in the body at most since they had no growth built in.
Giant Mantis Val Char Cost 50 STR 40 20 DEX 20 30 CON 20 15 BOD 5 6 INT -4 10 EGO 0 30 PRE 20 20 PD 18 Resistant PD: 20 11 ED 9 Resistant ED: 11 4 SPD 20 16 REC 12 60 END 8 65 STN 23 12m RUN 0 4m SWIM 0 20m LEAP 8 Characteristics Cost: 229 Cost Power 30 Bite: Killing Attack - Hand-To-Hand 2d6 (5d6+1 w/STR) 27 Wings: Flight 40m (40 Active Points); Restrainable (-1/2) 10 Damage Resistance: Resistant (+1/2) (10 Active Points) applied to PD 5 Damage Resistance: Resistant (+1/2) (5 Active Points) applied to ED Powers Cost: 72 Total Character Cost: 301 Pts. Complication 20 Vulnerability: 2 x STUN Cold (Common) 20 Vulnerability: 2 x BODY Cold (Common) 30 Vulnerability: 2 x STUN Fire (Very Common) 30 Vulnerability: 2 x BODY Fire (Very Common) Complication Points: 100 Cybernetic Ant.hdc
Giant Mantis.hdc
-
Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions
Dr Death! No full costume for him, just a head shot basically. He's basically just an agent with lots of presence, but I could easily see him develop into something greater later on.
I had to tweak him a bit; he's a 2nd edition character which puts him in the way, wayback machine. He has no complications listed at all so I just gave him some that made sense. He's listed with a "blaster pistol" but its OIF and the description of his appearance mentions no gun but his hands glowing and blasting, so my guess is its built into his armor and not really a pistol at all. Of course, 2nd edition martial arts were a multiple to damage so I had to just give him a basic array of martial arts. And he had only skill levels so I threw him a few presence skills to help him do his job.
Dr Death is... underwhelming. He looks amazing and seems terribly dangerous, but is just a slightly tougher agent than the others in the book. But I could imagine him stealing tech from Death Commando and Dr Draconis, getting his armor upgraded, and being something more in later appearances.
Doctor Death Val Char Cost 15 STR 5 15 DEX 10 10 CON 0 10 BOD 0 10 INT 0 10 EGO 0 20 PRE 10 3 PD 1 With Armor: PD 12; rPD 9 2 ED 0 With Armor: ED 11; rED 9 3 SPD 10 5 REC 1 20 END 0 23 STN 2 OCV: 5 DCV: 5 OMCV: 3 DMCV: 3 12m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 59 Cost Power 15 Armor: Resistant Protection (9 PD/9 ED) (27 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) 13 Blaster Pistol: Blast 6d6 (30 Active Points); 8 Charges (-1/2), OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) Powers Cost: 28 Cost Martial Arts Maneuver 4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 5d6 Strike 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 Strike, Target Falls 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 Strike Martial Arts Cost: 20 Cost Skill 3 Acting 13- 6 +2 OCV with Blaster Pistol 3 Oratory 13- Skills Cost: 12 Total Character Cost: 119 Pts. Complication 10 Distinctive Features: Very dangerous looking supervillain (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Psychological Complication: Loyal to Deathstroke (Common; Moderate) 10 Social Complication: Secretly a Deathstroke Agent Frequently, Minor Complication Points: 30
Doctor Death.hdc
-
Christopher R Taylor got a reaction from Enforcer84 in 6th Edition Conversions
Doctor Draconis! While the founders of Deathstroke were Frost and Deathsinger, it was Dr Draconis who was able to build the Dagger device and had the expertise to give them real power. Again, I had to tweak his build a bit. The gulf between 2nd and 6th editions is pretty big, but all I did was add a few science skills and define his life support more specifically. He had "full life support" as the power worked back then, but it didn't make sense for his suit to make him immortal and immune to disease, so its more limited. And of course he had a transfer which I had to jury rig with Drain/Aid. Like all early builds, there's no mention what his powers actually are, so I attributed all his attacks to his tail, since its glowy and looks impressive in the image.
The team is pretty capable, but Dr Draconis can easily take on a whole hero team alone. However, outside his armor, he's just a really smart scientist. I love how the Mark Williams art really came alive with the coloring.
Incidentally, Hero Designer did something here I've run into a few times, rarely: it reduces a cheap power to 0 points with a limitation, which is as far as I know and the way I've always played it a no-no. A power does not ever go below 1 point, no matter how many limitations it has on it.
Doctor Draconis Val Char Cost 10/45* STR 0 10/26* DEX 0 10/40* CON 0 10/15* BOD 0 28 INT 18 14 EGO 4 10/30* PRE 0 2/20* PD 0 With Armor: 20 rPD 2/20* ED 0 With Armor: 20 rPD 2/7* SPD 0 4/15* REC 0 20/80* END 0 20/80* STN 0 OCV: 3/9* DCV: 3/9* OMCV: 5 DMCV: 5 12m RUN 0 4m SWIM 0 4m LEAP 0 Characteristics Cost: 22 OCV: 3/9* DCV: 3/9* OMCV: 5 DMCV: 5 12m RUN 0 4m SWIM 0 4m/18m* LEAP 7 *=OIF armor Characteristics Cost: 22 Cost Power 0 Damage Resistance: Resistant (+1/2) (1 Active Points); OIF (-1/2) applied to PD 0 Damage Resistance: Resistant (+1/2) (1 Active Points); OIF (-1/2) applied to ED 17 Life Support Systems: Life Support (Eating: Character does not eat; 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) (25 Active Points); OIF (-1/2) 3 Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2) 3 Infrared Perception (Sight Group) (5 Active Points); OIF (-1/2) 8 High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2) 3 Tail: Extra Limb (1) (5 Active Points); OIF (-1/2) 9 Mental Defense (16 points total) (Base MD) (13 Active Points); OIF (-1/2) 5 Servos: Leaping +14m (4m/18m forward, 2m/9m upward) (7 Active Points); OIF (-1/2) 224 Armor Systems: (Total: 339 Active Cost, 224 Real Cost) +35 STR (35 Active Points); OIF (-1/2) (Real Cost: 23) plus +16 DEX (32 Active Points); OIF (-1/2) (Real Cost: 21) plus +30 CON (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +20 PRE (20 Active Points); OIF (-1/2) (Real Cost: 13) plus Resistant Protection (18 PD/18 ED) (54 Active Points); OIF (-1/2) (Real Cost: 36) plus +5 SPD (50 Active Points); OIF (-1/2) (Real Cost: 33) plus +11 REC (11 Active Points); OIF (-1/2) (Real Cost: 7) plus +60 END (12 Active Points); OIF (-1/2) (Real Cost: 8) plus +5 BODY (5 Active Points); OIF (-1/2) (Real Cost: 3) plus +60 STUN (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +6 OCV (30 Active Points); OIF (-1/2) (Real Cost: 20) plus +6 DCV (30 Active Points); OIF (-1/2) (Real Cost: 20 43 Weapons Systems: Multipower, 75-point reserve, (75 Active Points); all slots OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) 4f 1) Flame Blast: Blast 12d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) 4f 2) Tail Laser: Killing Attack - Ranged 4d6, Reduced Endurance (1/2 END; +1/4) (75 Active Points); OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) 2f 3) Strength Transfer: Drain BODY 3d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); No Range (-1/2), OIF (-1/2), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) 1f 4) Strength Transfer: Aid Strength 3d6, Reduced Endurance (1/2 END; +1/4) (22 Active Points); Only to Aid Self (-1), Only usable with Drain (-1/2), OIF (-1/2), Can aid no more than drain roll (-1/4), Linked (Strength Transfer; -1/4), Requires A Roll (14- roll; Must be made each Phase/use; -1/4) Powers Cost: 326 Cost Skill 3 Computer Programming 15- 3 Inventor 15- 2 KS: Lizards and dragons 11- 3 Scientist 2 1) Science Skill: Biology 15- (3 Active Points) 1 2) Science Skill: Cellular Biology 11- (2 Active Points) 1 3) Science Skill: Chemistry 11- (2 Active Points) 2 4) Science Skill: Lizard Biology and Habits 15- (3 Active Points) 2 5) Science Skill: Zoology 15- (3 Active Points) 48 +4 Overall Levels Skills Cost: 67 Total Character Cost: 415 Pts. Complication 10 Enraged: Intelligence insulted (Uncommon), go 11-, recover 14- 25 Hunted: SAT Very Frequently (As Pow; NCI; Harshly Punish) 20 Hunted: FBI Very Frequently (Less Pow; NCI; Harshly Punish) 15 Physical Complication: Megalomania (Frequently; Slightly Impairing) 20 Psychological Complication: Hatred of federal bureaucrats (Common; Total) 10 Social Complication: Public Identity (Frequently; Minor) 10 Vulnerability: 2 x STUN Lasers (Uncommon) 10 Vulnerability: 2 x BODY asers (Uncommon) Complication Points: 120
Doctor Draconis.hdc
-
Christopher R Taylor got a reaction from Cygnia in This Week in MMOs
It seems to me that the WoW team:
1) does not listen closely to beta testers warnings and concerns (or lacks time to act on them)
2) has compartmentalized departments with no overall guidance or sufficient communication
3) lost its most brilliant and talented people after Wrath of the Lich King
Way too much stuff complained about in beta makes it to release only to be fixed sometimes years later, way too much stuff is wildly variable (different trade skills, lacking items in trades, different quest chains of wildly varying rewards and difficulty, etc), and the feel of the game has changed much since its best years. Adding so many old Sony people from the EverQuest team was a huge, fairly obvious mistake.
-
Christopher R Taylor reacted to Pattern Ghost in This Week in MMOs
Yeah, I'm not too thrilled with the current administration. They've got a lot more than flying to fix to get me to come back.
-
Christopher R Taylor reacted to grandmastergm in 6th Edition Conversions
Bolshevik Barracuda
Val Char Cost Roll Notes
15+30 STR 5 12- / 18- Lift 200.0kg/12.8tons; 3d6/9d6 [¼]
23 DEX 26 14- OCV: 8/DCV: 8
23+6 CON 13 14- / 15-
10 INT 0 11- PER Roll 11-
15 EGO 5 12- ECV: 5 - 5
10+10 PRE 0 11- / 13- PRE Attack: 2d6/4d6
8 OCV 25
8 DCV 25
5 OMCV 6
5 DMCV 6
5 SPD 30 Phases: 3, 5, 8, 10, 12
25 PD 8 Total: 25 PD (15 rPD)
25 ED 8 Total: 25 ED (15 rED)
8+8 REC 4
30+30 END 2
15 BODY 5
36+16 STUN 8 Total Characteristic Cost: 176
Movement: Running: 12m/24m
Leaping: 4m/8m
Swimming: 40m/80m
Cost Powers END
Aquatic Adaptation, all slots Only Works In Water (-1 ½)
12 1) +30 STR (30 Active Points); Only Works In Water (-1 ½) 3
2 2) +6 CON (6 Active Points); Only Works In Water (-1 ½)
4 3) +10 PRE (10 Active Points); Only Works In Water (-1 ½)
3 4) +8 REC (8 Active Points); Only Works In Water (-1 ½)
2 5) +30 END (6 Active Points); Only Works In Water (-1 ½)
3 6) +16 STUN (8 Active Points); Only Works In Water (-1 ½)
25 Speak with Sea Creatures: Telepathy 6d6 (Animal class of minds), Reduced Endurance (½ END; +¼) (37 Active Points); Limited Class Of Minds Aquatic Creatures Only (-½) 1
30 Control Sea Creatures: Mind Control 6d6 (Animal class of minds), Reduced Endurance (½ END; +¼), Telepathic (+¼) (45 Active Points); Limited Class Of Minds Aquatic Creatures Only (-½) 2
46 Aquatic Form: Shape Shift (Sight, Hearing, Radio, Smell/Taste and Touch Groups, any aquatic creature), Imitation, Reduced Endurance (½ END; +¼) (46 Active Points) 2
50 Water Control: Telekinesis (60 STR), Affects Porous (100 Active Points); Only Works On Water (-1) 10
8 Aquatic Adaptation: Life Support (Expanded Breathing; Safe in High Pressure; Safe in Intense Cold) 0
22 Swift Swimmer: Swimming +36m (40m total), Reduced Endurance (½ END; +¼) (22 Active Points) 1
5 Aquatic Eyes: Nightvision 0
45 Superhuman Toughness: Resistant Protection (15 PD/15 ED) 0
20 Delphine Sonar: Active Sonar (Hearing Group), +5 to PER Roll 0
21 Fishing Net: Entangle 5d6, 5 PD/5 ED, Entangle And Character Both Take Damage (+¼), Area Of Effect (1m Radius; +¼) (75 Active Points); 1 Recoverable Charge (-1 ¼), OAF (-1), Range Based On Strength (-¼) [1 rc]
22 Atlantean War Trident: Killing Attack - Hand-To-Hand 2d6 (3d6 / 5d6 w/STR), Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1) 0
Perks
4 Positive Reputation: Protector of Soviet Waterways (Worldwide) 11-, +2/+2d6
Talents
3 +1/+1d6 Striking Appearance (vs. all characters)
Skills
20 +2 with All Attacks
2 AK: Soviet Waterways 11-
3 Concealment 11-
3 Demolitions 11-
2 KS: Aliens 11-
2 PS: Sailor 11-
2 PS: Fishing 11-
2 Science Skill: Marine Biology 11-
3 Stealth 14-
2 WF: Nets, Polearms and Spears
Total Powers & Skill Cost: 368
Total Cost: 544
Pts Complications
15 Dependence: must submerge in water or Takes 3d6 Damage (Very Common; 1 Hour)
20 Hunted: Alien Crew; Frequently (Mo Pow; Capture)
20 Hunted: Red Doom; Infrequently (Mo Pow; NCI; Capture/Kill)
20 Psychological Complication: Code Versus Killing (Common; Total)
15 Psychological Complication: Protects Sea Creatures and their Environment; (Common; Strong)
15 Social Complication: Subject to Orders; Frequently, Major
25 Susceptibility: Tar/Glue 2d6 damage per Phase (Common)
150 Total Complications
Total Experience: 544
-
Christopher R Taylor reacted to grandmastergm in 6th Edition Conversions
Carpathia
Val Char Cost Roll Notes
70 STR 60 23- Lift 409.6tons; 14d6 [7]
23 DEX 26 14- OCV: 9/DCV: 9
33 CON 23 16-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3 - 3
25 PRE 15 14- PRE Attack: 5d6
9 OCV 30
9 DCV 30
3 OMCV 0
3 DMCV 0
5 SPD 30 Phases: 3, 5, 8, 10, 12
38 PD 16 Total: 38 PD (20 rPD)
30 ED 8 Total: 30 ED (20 rED)
20 REC 16
80 END 12
26 BODY 16
78 STUN 29 Total Characteristic Cost: 311
Movement: Running: 48m/96m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers END
18 Heavy: Knockback Resistance -18m 0
25 Huge Hands And Feet: Area Of Effect (1m Radius; +¼) for up to 70 Active Points of STR, Reduced Endurance (0 END; +½) (25 Active Points) 0
60 Immense Toughness: Resistant Protection (20 PD/20 ED) 0
8 Long Arms: Stretching 8m, Persistent (+¼), Reduced Endurance (0 END; +½) (14 Active Points); Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼) 0
36 Long Legs: Running +36m (48m total) 4
Perks
3 Contact: Romanian Government Official (Contact has access to major institutions) 11-
3 Fringe Benefit: Federal/National Police Powers
2 Positive Reputation: Hero of Romania (Eastern Europe) 11-, +2/+2d6
Talents
6 +2/+2d6 Striking Appearance (vs. all characters)
Skills
2 AK: Carpathian Mountains 11-
5 Animal Handler (Bovines, Equines) 15-
3 Breakfall 14-
3 Bureaucratics 14-
3 Climbing 14-
2 KS: Farm Animals 11-
2 KS: Farming 11-
2 KS: Riding Animals 11-
0 Language: Romanian (idiomatic) (4 Active Points)
2 Language: English (fluent conversation)
2 Mechanics 10-
3 Power: Brick Tricks 14-
2 PS: Farmer 11-
3 Riding 14-
Total Powers & Skill Cost: 195
Total Cost: 506
Pts Complication
10 Dependent NPC: Grandfather; Infrequently (Normal)
25 Enraged: Berserk if an animal is hurt; (Uncommon), go 11-, recover 11-
20 Physical Complication: Physical Complication: Huge (+6 OCV to hit, +6 PER rolls to perceive) (Frequently; Greatly Impairing)
20 Psychological Complication: Always Obeys Orders Of Her Superiors; (Common; Total)
10 Psychological Complication: Hates Cities And Being In Them; (Uncommon; Strong)
15 Psychological Complication: Refuses to Endanger Animals; (Uncommon; Total)
15 Social Complication: Public ID; Frequently, Major
15 Social Complication: Subject to Orders (from Romanian government); Frequently, Major
130 Total Complications
Total Character Points: 506
-
Christopher R Taylor reacted to grandmastergm in 6th Edition Conversions
Cavalry
Val Char Cost Roll Notes
10+30 STR 0 11- / 17- Lift 100.0kg/6400.0kg; 2d6/8d6
15+13 DEX 10 12- / 15- OCV: 5/10/DCV: 5/10
15+15 CON 5 12- / 15-
18 INT 8 13- PER Roll 13-
10 EGO 0 11- ECV: 3 - 3
15+15 PRE 5 12- / 15- PRE Attack: 3d6/6d6
5+5 OCV 10
5+5 DCV 10
3 OMCV 0
3 DMCV 0
3+3 SPD 10 Phases: 4, 8, 12/2, 4, 6, 8, 10, 12
5+25 PD 3 Total: 5/30 PD (0/20 rPD)
5+25 ED 3 Total: 5/30 ED (0/20 rED)
5+5 REC 1
25+75 END 1
10+5 BODY 0
20+30 STUN 0 Total Characteristic Cost: 66
Movement: Running: 12m/24m
Leaping: 4m/8m
Swimming: 4m/8m
Cost Powers END
Mystic Armor, all slots OIF (-½)
20 1) +30 STR (30 Active Points); OIF (-½) 3
17 2) +13 DEX (26 Active Points); OIF (-½)
10 3) +15 CON (15 Active Points); OIF (-½)
10 4) +15 PRE (15 Active Points); OIF (-½)
17 5) +5 OCV (25 Active Points); OIF (-½)
17 6) +5 DCV (25 Active Points); OIF (-½)
20 7) +3 SPD (30 Active Points); OIF (-½)
3 8) +5 PD (5 Active Points); OIF (-½)
3 9) +5 ED (5 Active Points); OIF (-½)
3 10) +5 REC (5 Active Points); OIF (-½)
10 11) +75 END (15 Active Points); OIF (-½)
3 12) +5 BODY (5 Active Points); OIF (-½)
10 13) +30 STUN (15 Active Points); OIF (-½)
30 Mystic Saber: Multipower, 60-point reserve, (60 Active Points); all slots OAF (-1)
2f 1) Mystic Saber: Killing Attack - Hand-To-Hand 2d6 (2d6+1 / 4d6 w/STR), +1 Increased STUN Multiplier (+¼) (37 Active Points); OAF (-1) 4
3f 2) Mystic Blast: Blast 6d6, Double Knockback (+½), Area Of Effect (16m Cone; +½) (60 Active Points); OAF (-1) 6
Armor and Helmet, all slots OIF (-½)
40 1) Armor: Resistant Protection (20 PD/20 ED) (60 Active Points); OIF (-½) 0
7 2) Helmet: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-½) 0
27 3) Armor: Desolidification (affected by Magic) (40 Active Points); OIF (-½) 4
21 4) Helmet: Spatial Awareness (Unusual Group) (32 Active Points); OIF (-½) 0
4 5) Helmet: +4 versus Range Modifier for Sight Group (6 Active Points); OIF (-½) 0
7 6) Helmet: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-½) 0
4 7) Helmet: +4 versus Range Modifier for Hearing Group (6 Active Points); OIF (-½) 0
25 Ghost Horse Bond: Mind Link , Animal class of minds, with Baltic, Ghost Horse, No LOS Needed, Unlimited range in this dimension and can reach into other dimensions 0
Perks
3 Contact: High-Ranking Polish Government Scientist (Contact has access to major institutions) 11-
4 Fringe Benefit: Federal/National Police Powers, Passport
70 Ghost Horse: Follower built on 350 BP
2 Positive Reputation: Hero of Poland (Eastern Europe) 11-, +2/+2d6
Skills
9 +3 with Saber
9 +3 with Computer Programming, Electronics, Inventor
3 AK: Poland 13-
3 Breakfall 12- (15-)
3 Computer Programming 13-
3 Electronics 13-
3 Inventor 13-
3 KS: Military History 13-
3 KS: The Military/Mercenary/Terrorist World 13-
3 KS: The Mystic World 13-
0 Language: Polish (idiomatic) (4 Active Points)
2 Language: English (fluent conversation)
3 Mechanics 13-
3 PS: Armorer 13-
3 Riding 12- (15-)
3 Systems Operation 13-
3 Tactics 13-
2 Weaponsmith (Muscle-Powered HTH) 13-
4 WF: Common Melee Weapons, Small Arms
Total Powers & Skill Cost: 457
Total Cost: 523
Pts Complications
20 Hunted: Red Doom; Infrequently (Mo Pow; NCI; Kill)
15 Psychological Complication: Code of Chivalry; (Common; Strong)
15 Psychological Complication: Distrusts Anyone Who Is Not Polish; (Common; Strong)
15 Psychological Complication: Honorable; (Common; Strong)
10 Psychological Complication: Wants To Follow In His Grandfather's Footsteps; (Common; Moderate)
15 Social Complication: Secret ID; Frequently, Major
15 Social Complication: Subject to Orders (Polish Government); Frequently, Major
105 Total Complications
Total Experience Points: 523
Ghost Horse ("Baltic")
Val Char Cost Roll Notes
30 STR 20 15- Lift 1600.0kg; 6d6 [3]
18 DEX 16 13- OCV: 6/DCV: 6
22 CON 12 13-
10 INT 0 11- PER Roll 13-
10 EGO 0 11- ECV: 3 - 3
20 PRE 10 13- PRE Attack: 4d6
6 OCV 15
6 DCV 15
3 OMCV 0
3 DMCV 0
5 SPD 30 Phases: 3, 5, 8, 10, 12
25 PD 12 Total: 25 PD (11 rPD)
17 ED 4 Total: 17 ED (11 rED)
12 REC 8
50 END 6
18 BODY 8
44 STUN 12 Total Characteristic Cost: 168
Movement: Running: 40m/80m
Leaping: 12m/24m
Swimming: 4m/8m
Cost Powers END
5 Bite: Killing Attack - Hand-To-Hand 1 point (2d6+1 w/STR) 1
12 Hooves: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-¼) 1
3 Natural Hide: Resistant Protection (1 PD/1 ED) 0
20 Barding: Resistant Protection (10 PD/10 ED) (30 Active Points); OIF (-½) 0
10 Great Size: Knockback Resistance -10m 0
28 Horse's Legs: Running +28m (40m total) 3
4 Horse's Legs: Leaping +8m (12m forward, 6m upward) 1
60 Ghost Form: Desolidification (affected by Magic), Reduced Endurance (0 END; +½) (60 Active Points) 0
6 Sharp-Eared And Keen-Nosed: +2 PER with all Sense Groups 0
2 Great Size: Stretching 2m, Persistent (+¼), Reduced Endurance (0 END; +½) (3 Active Points); Always Direct (-¼), no Noncombat Stretching (-¼), No Velocity Damage (-¼) 0
8 Ghost Horse: Regeneration (3 BODY per Day), Resurrection (32 Active Points); Resurrection Only (-2), Does Not Work Vs Magical Attacks (-¾) 0
Skills
12 +4 with Bite and Hooves
3 Concealment 11-
3 Stealth 13-
3 Tactics 11-
3 Tracking 11-
Total Powers & Skill Cost: 182
Total Cost: 350
Pts Complications
15 Distinctive Features: glowing red eyes; (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
20 Enraged: if Cavalry Hurt; (Uncommon), go 14-, recover 11-
10 Physical Complication: Large (4m, -2 DCV, +2 PER Rolls to perceive); (Infrequently; Slightly Impairing)
20 Physical Complication: Very Limited Manipulation; (Frequently; Greatly Impairing)
20 Psychological Complication: Loyal to Cavalry; (Common; Total)
20 Vulnerability: 2 x STUN magic attacks (Common)
20 Vulnerability: 2 x BODY magic attacks (Common)
Total Experience Points: 350
-
Christopher R Taylor reacted to Steve in How many supergroups in the US (any edition)?
In video games, I hate escort missions with a passion.
-
Christopher R Taylor got a reaction from Pariah in Foods for those that just don't care anymore
I really don't view deep fried pizza as being awful, let alone Scotlan's most disturbing food. Hello, haggis? I'd eat deep fried pizza.
-
Christopher R Taylor reacted to SteelCold in How many supergroups in the US (any edition)?
Tell that to Captain Australia.
-
Christopher R Taylor reacted to grandmastergm in 6th Edition Conversions
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
-
Christopher R Taylor reacted to grandmastergm in 6th Edition Conversions
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
-
Christopher R Taylor reacted to grandmastergm in 6th Edition Conversions
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
-
Christopher R Taylor got a reaction from Altair in Experiences teaching people Hero Game system
Yeah I definitely think its best to avoid complications in the first few episodes; add in stuff as you go along. Knockback probably should be first, because its so much fun. Endurance later, along with more complex recovery mechanics such as drains etc.
-
Christopher R Taylor reacted to Scott Baker in Experiences teaching people Hero Game system
<mumbles something about being far more related to personality types, mindset, and misinformation than IQ score>
-
Christopher R Taylor got a reaction from Ndreare in Experiences teaching people Hero Game system
At this point I think D&D/Pathfinder is every bit as mathematically complex as hero, with damage reduction and all the modifiers. But people can and do learn; its just a matter of being willing to teach, having fun, and approaching it right. I wish I could get that chance again.