I'm close to finally (over 10 years later) having a second go at Gamma World HERO!
Here's some streamlined stat blocks of possible foes to encounter:
Wabbids
STR 5, DEX 13, SPD 3, OCV 5, DCV 8
PD/rPD 4/1, ED/rED 3/1, CON 5, BODY 6, STUN 12
Bite (1d6+1 K, reduced penetration - avg 12 STUN, 2x2 BODY, +2 OCV vs hit location penalties)
Camouflage (Invisibility, only when not moving), Nightvision.
5" Run, 7" Jump
Perception 12- (14- hearing), Concealment 14-, Stealth 16- These are carnivorous rabbits the size of small dogs, that can blend into their surroundings.
Badclaws
STR 10, DEX 13, SPD 3, OCV 4, DCV 6
PD/rPD 6/2 (Hardened), ED/rED 4/2, CON 11, BODY 11, STUN 22
Claw (1d6+1K AP - avg 12 STUN, 4 BODY) or by weapon
Nightvision
5" Run, Tunneling 2" vs DEF 6
Perception 11-, Concealment 13-, Stealth 14- Badclaws are 1 meter tall humanoid badgers with exceptionally-sharp claws and humanlike fingers. Their skin is resistant to their own claws and similar attacks.
Brushers / Coys
STR 13, DEX 13, SPD 3, OCV 4, DCV 5
PD/rPD 6/2, ED/rED 4/2, CON 13, BODY 13, STUN 28
Bite (1 1/2d6K, reduced penetration, avg 15 STUN, 3+2 BODY)
Enhanced Senses (Tracking and Targeting for Smell)
9" Run
Perception 12- (15- smell), Concealment 14-, Stealth 14- Brushers are mutated coyotes. They often function as mounts or hunting partners for Badclaws.
Brute Squad
STR 25, DEX 11, SPD 2, OCV 4, DCV 2
PD/rPD 12/4, ED/rED 10/4, CON 18, BODY 18, STUN 40
War Club (7d6N - avg 24 STUN, 7 BODY) or Rock (5d6 N, +2 OCV vs range, avg 17 STUN, 5 BODY)
+1" Reach, -3" KB, Regeneration 1 BODY/Hour
9" Run
Perception 10-
Mutated humans acting as muscle for hire in the Blasted Lands.
Stargazer Cultists
STR 12, DEX 11, SPD 3, OCV 4, DCV 4. 1 combat level
PD/rPD 6/3, ED/rED 6/3, CON 11, BODY 12, STUN 25
Club (4d6N - avg 14 STUN, 4 BODY), Bolt-Thrower (1d6+1K, +2 OCV vs range, avg 12 STUN, 4 BODY)
Some cultists may have minor beneficial mutations - add as needed
6" Run
Perception 11-, Climbing 11-, Riding 11-, Survival 11-, Teamwork 11-, KS: Stargazers 11- A religious cult that believes the tech of the ancients to be responsible for the Apocalypse.
I'm actually working on converting the rest of the creatures over and have a pretty fleshed out campaign. Just this weekend I converted over some of the scenarios to work within my own campaign. Note that I've based mine on 4e rules.
I started my players with 200 points and 35 points of complications. Seems to have worked out nicely. There's a good mix and the HERO system is absolutely perfect for Gamma World scenarios/campaigns.
Here's what I sent my players prior to starting:
"Here are the important things to remember and create your characters by:
- Be original! It's a radiated wasteland after all!
- Make several characters; combat is lethal (that being said, I'll adjust if it's getting ridiculous)
- 200 points to build with/35 points of complications
NOTE: Ensure you flesh out your character! You may be a combat god...but if you don't know poison gas from swamp gas and/or you don't know how to find water...you're SOL
- Learn the Cryptic Alliances! It may just save your life! http://gammaworld.wikia.com/wiki/Category:Cryptic_Alliance
NOTE: You may belong to a Cryptic Alliance and it will come with positives (additional gear for example) and negatives (Hunted by members of other diametric alliances)
- You may be Pure Strain Human, Engineered Human, Mutated Human, Mutated Animal, Mutated Plant, or Android
NOTE: Your choice will only affect your character points if you choose the benefits associated with that choice (i.e.; Androids can choose to take "takes no stun")
- Everyone starts with the following "Everyman/woman/plant/animal/thing" skills:
- Climbing
- Conversation
- Language: Common
- Language: <Yours> (If you play something other than Human; Wolf Howls if playing a mutated wolf for example
- Knowledge Skill: <Starting City> (To be named later)
- Knowledge Skill: <Cryptic Alliance> (If you belong to one)
- Knowledge Skill: First Aid (Very basic)
- Knowledge Skill: Firestarting (Very basic)
- Professional Skill: <Pick Your Profession>
- Transport Familiarity: Horse and Wagon for Humans
NOTE: You must buy familiarities that you want (i.e.; polearms, modern firearms, laser weapons, tracked vehicles, etc.)
- The campaign starts in a port city regardless of what your origin is; plan accordingly
NOTE: the starting city has a fairly bustling trade industry based on commercial fishing; it also has a limited power source (in this case, natural gas); it is well defended; many cryptic alliances have set up recruiting centers; there is a great deal of political intrigue; the current "city council" consists of three major players
It's up to you if you want to say that you're all graduates of the same school in the port city (the militia school for instance), or if you want to have individual starts. Let me know what you decide as a team. If you decide to start individually, then I'll schedule time with each of you towards the end of the year to walk you through your initial creation and how you came to be in the starting city.
If there are any questions please feel free to let me know."
These are people who have managed to survive to adulthood in an environment that is actively trying to kill them in at least a thousand different ways. I'd give them the familiarities with the full skills.
I'm actually working on converting the rest of the creatures over and have a pretty fleshed out campaign. Just this weekend I converted over some of the scenarios to work within my own campaign. Note that I've based mine on 4e rules.
I started my players with 200 points and 35 points of complications. Seems to have worked out nicely. There's a good mix and the HERO system is absolutely perfect for Gamma World scenarios/campaigns.
Here's what I sent my players prior to starting:
"Here are the important things to remember and create your characters by:
- Be original! It's a radiated wasteland after all!
- Make several characters; combat is lethal (that being said, I'll adjust if it's getting ridiculous)
- 200 points to build with/35 points of complications
NOTE: Ensure you flesh out your character! You may be a combat god...but if you don't know poison gas from swamp gas and/or you don't know how to find water...you're SOL
- Learn the Cryptic Alliances! It may just save your life! http://gammaworld.wikia.com/wiki/Category:Cryptic_Alliance
NOTE: You may belong to a Cryptic Alliance and it will come with positives (additional gear for example) and negatives (Hunted by members of other diametric alliances)
- You may be Pure Strain Human, Engineered Human, Mutated Human, Mutated Animal, Mutated Plant, or Android
NOTE: Your choice will only affect your character points if you choose the benefits associated with that choice (i.e.; Androids can choose to take "takes no stun")
- Everyone starts with the following "Everyman/woman/plant/animal/thing" skills:
- Climbing
- Conversation
- Language: Common
- Language: <Yours> (If you play something other than Human; Wolf Howls if playing a mutated wolf for example
- Knowledge Skill: <Starting City> (To be named later)
- Knowledge Skill: <Cryptic Alliance> (If you belong to one)
- Knowledge Skill: First Aid (Very basic)
- Knowledge Skill: Firestarting (Very basic)
- Professional Skill: <Pick Your Profession>
- Transport Familiarity: Horse and Wagon for Humans
NOTE: You must buy familiarities that you want (i.e.; polearms, modern firearms, laser weapons, tracked vehicles, etc.)
- The campaign starts in a port city regardless of what your origin is; plan accordingly
NOTE: the starting city has a fairly bustling trade industry based on commercial fishing; it also has a limited power source (in this case, natural gas); it is well defended; many cryptic alliances have set up recruiting centers; there is a great deal of political intrigue; the current "city council" consists of three major players
It's up to you if you want to say that you're all graduates of the same school in the port city (the militia school for instance), or if you want to have individual starts. Let me know what you decide as a team. If you decide to start individually, then I'll schedule time with each of you towards the end of the year to walk you through your initial creation and how you came to be in the starting city.
If there are any questions please feel free to let me know."
I forgot it even existed because I went a bit over a year there w/ and friend and the people there were not helpful at all. I remember even asking for some info and all I got was a very dismissive "just check our facebook" reply. I will have to pass by again and check it out, maybe I will have better luck this time. Thanks for suggestion.
Another way to do this is to make the poison an NND and add another defense in that the killing attack needs to do 1 Body to the target in addition to the defenses like LS:Poison immunity.
I'm not at home to be able to check my books, but I seem to remember some venoms in the Bestiary being written up as linked powers (Drains, I think, linked to HKAs) with "Only if HKA does body damage (-1/2)". It seems like that approach would also work here. The value of the limitation could change depending on how common resistant defenses are in the campaign, of course.
Superhero (1-5)
Super-Villain (6) [Note: Roll for Superhero Type, then add Criminal Skill Set and appropriate Disadvantages]
Superhero Type - Roll 2d6 For List. Then Roll 2d6 For Superhero Type.
List (2)
Brick (2)
Energy Projector (3)
Gadgeteer (4)
Martial Artist (5)
Mentalist (6)
Metamorph (7)
Mystic (8)
Patriot (9)
Powered Armor (10)
Speedster (11)
Weapons Master (12)
List (3)
Energy Projector (2)
Gadgeteer (3)
Martial Artist (4)
Mentalist (5)
Metamorph (6)
Mystic (7)
Patriot (8)
Powered Armor (9)
Speedster (10)
Weapons Master (11)
Brick (12)
List (4)
Gadgeteer (2)
Martial Artist (3)
Mentalist (4)
Metamorph (5)
Mystic (6)
Patriot (7)
Powered Armor (8)
Speedster (9)
Weapons Master (10)
Brick (11)
Energy Projector (12)
List (5)
Martial Artist (2)
Mentalist (3)
Metamorph (4)
Mystic (5)
Patriot (6)
Powered Armor (7)
Speedster (8)
Weapons Masters (9)
Brick (10)
Energy Projector (11)
Gadgeteer (12)
List (6)
Mentalist (2)
Metamorph (3)
Mystic (4)
Patriot (5)
Powered Armor (6)
Speedster (7)
Weapons Master (8)
Brick (9)
Energy Projector (10)
Gadgeteer (11)
Martial Artist (12)
List (7)
Metamorph (2)
Mystic (3)
Patriot (4)
Powered Armor (5)
Speedster (6)
Weapons Master (7)
Brick (8)
Energy Projector (9)
Gadgeteer (10)
Martial Artist (11)
Mentalist (12)
List (8)
Mystic (2)
Patriot (3)
Powered Armor (4)
Speedster (5)
Weapons Master (6)
Brick (7)
Energy Projector (8)
Gadgeteer (9)
Martial Artist (10)
Mentalist (11)
Metamorph (12)
List (9)
Patriot (2)
Powered Armor (3)
Speedster (4)
Weapons Master (5)
Brick (6)
Energy Projector (7)
Gadgeteer (8)
Martial Artist (9)
Mentalist (10)
Metamorph (11)
Mystic (12)
List (10)
Powered Armor (2)
Speedster (3)
Weapons Master (4)
Brick (5)
Energy Projector (6)
Gadgeteer (7)
Martial Artist (8)
Mentalist (9)
Metamorph (10)
Mystic (11)
Patriot (12)
List (11)
Speedster (2)
Weapons Master (3)
Brick (4)
Energy Projector (5)
Gadgeteer (6)
Martial Artist (7)
Mentalist (8)
Metamorph (9)
Mystic (10)
Patriot (11)
Powered Armor (12)
List (12)
Weapons Master (2)
Brick (3)
Energy Projector (4)
Gadgeteer (5)
Martial Artist (6)
Mentalist (7)
Metamorph (8)
Mystic (9)
Patriot (10)
Powered Armor (11)
Speedster (12)
Gender - Roll 1d6
Male (1-3)
Female (4-6)
Brick
Male Char Female
50 STR 50
15 DEX 18
25 CON 25
14 BODY 10
13 INT 13
10 EGO 11
20 PRE 20
18 COM 18
25 PD 20
15 ED 20
4 SPD 4
15 REC 15
50 END 50
52 STUN 48
Total Characteristics Cost: 150 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
Male Char Female
20 STR 15
18 DEX 20
20 CON 18
12 BODY 11
18 INT 18
11 EGO 14
15 PRE 15
18 COM 18
6 PD 5
4 ED 5
4 SPD 4
10 REC 8
50 END 50
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
Energy Projector Type - Roll 1d6
(1-2)
Cost Powers
15 Armor +5 rPD +5 rED
50 Multipower (50 Points)
5 u) EB 10d6
5 u) Entangle 5d6 DEF 5
5 u) Force Wall 10 rPD 10 rED
15 EC [Energy]-15 Points
15 1) Flight 10", 8x NCM
15 2) FF +10 rPD +10 rED, No END (+1/2)
Total Powers Cost: 125 Points
(3)
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Energy]-15 Points
35 1) EB 10d6
15 2) Flight 10", 8x NCM
15 3) FF +10 rPD +10 rED, No END (+1/2)
30 4) Invisibility [sight], No Fringe, No END (+1/2)
Total Powers Cost: 125 Points
(4)
Cost Powers
15 Armor +5 rPD +5 rED
50 Multipower (50 Points
5 u) EB 10d6
5 u) Flash [sight] 4d6, AE 3"r (+1), Personal Immunity (+1/4), 1/2 END (+1/4)
5 u) Images [Sight/Hearing], PER -3, AE 8"r (+3/4), 1/2 END (+1/4)
15 EC [Energy]-15 Points
15 1) Flight 10", 8x NCM
15 2) FF +10 rPD +10 rED, No END (+1/2)
Total Powers Cost: 125 Points
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Energy]-15 Points
35 1) EB 10d6
22 2) Flight 10", 8x NCM, Usable Underwater (+1/4)
15 3) FF +10 rPD +10 rED, No END (+1/2)
10 4) HA +6d6, HTH Attack (-1/2)
5 ES: UV Sight
8 LS: Breathe Underwater, High Pressure, Intense Cold
Total Powers Cost: 125 Points
(6)
Cost Powers
15 Armor +5 rPD +5 rED
50 Multipower (50 Points)
5 u) EB 10d6
2 u) HA +6d6, HTH Attack (-1/2)
4 u) Telekinesis 30 STR
4 u) Telekinesis 20 STR, Fine Manipulation
15 EC [Telekinesis]-15 Points
15 1) Flight 10", 8x NCM
15 2) FF +10 rPD +10 rED, No END (+1/2)
Total Powers Cost: 125 Points
Total Cost: 250 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Of The Hero (Very Common/Strong)
20 PsyL: Protective Of Innocents (Very Common/Strong)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Gadgeteer
Male Char Female
20 STR 15
18 DEX 20
20 CON 20
12 BODY 10
13 INT 13
18 EGO 20
15 PRE 15
18 COM 18
6 PD 5
4 ED 5
4 SPD 4
8 REC 7
40 END 40
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
(1-2)
Cost Powers
45 Armor +15 rPD +15 rED
50 Multipower (50 Points)
5 u) EGO Attack 5d6
5 u) EB 10d6
5 u) Entangle 5d6 DEF 5
5 u) Flight 10", 4x NCM, 8x NCM, 1/2 END (+1/4)
5 u) FW 10 rPD 10 rED
5 u) Mind Control 10d6
Total Powers Cost: 125 Points
(3-4)
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Gadgetry]-15 Points
15 1) Flight 10", 8x NCM
15 2) FF +10 rPD +10 rED, No END (+1/2)
35 3) Mind Control 10d6
15 4) STR +30
15 5) Stretching 4", No END (+1/2)
Total Powers Cost: 125 Points
(5-6)
Cost Powers
15 Armor +5 rPD +5 rED
50 Multipower (50 Points)
5 u) EB 10d6
5 u) Entangle 5d6
5 u) Mind Control 10d6
15 EC [Gadgetry]-15 Points
15 1) Flight 10", 8x NCM
15 2) FF +10 rPD +10 rED, No END (+1/2)
Total Powers Cost: 125 Points
Total Cost: 250 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Versus Killing (Very Common/Strong)
20 PsyL: Protective Of Innocents (Very Common/Strong)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Martial Artist
Male Char Cost
20 STR 15
18 DEX 20
20 CON 18
12 BODY 11
18 INT 18
11 EGO 14
20 PRE 20
18 COM 18
8 PD 7
6 ED 7
4 SPD 4
8 REC 7
40 END 36
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Powers
24 Armor +8 rPD +8 rED
10 Clinging 20 STR (M) or 15 STR (F)
15 EC [Martial Arts]-15 Points
10 1) HA +6d6, HTH Attack (-1/2)
15 2) Invisibility [Hearing], No Fringe, No END (+1/2)
15 3) Running +5", 8x NCM, No END (+1/2)
3 ES: PER +1
8 Running +4"
Total Powers Cost: 100 Points
(4-6)
cost Powers
24 Armor +8 rPD +8 rED
10 Clinging 20 STR (M) or 15 STR (F)
15 EC [Martial Arts]-15 Points
15 1) Flight 10", 8x NCM
10 2) HA +6d6, HTH Attack (-1/2)
15 3) Invisibility [Hearing], No Fringe, No END (+1/2)
3 ES: Telescopic Sight +2
8 Running +4"
Total Powers Cost: 125 Points
Total Cost: 250 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Honorable (Common/Total)
20 PsyL: Protective Of Innocents (Very Common/Strong)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Mentalist
Male Char Female
20 STR 18
18 DEX 20
20 CON 20
12 BODY 10
13 INT 13
18 DEX 20
15 PRE 15
18 COM 18
6 PD 5
4 ED 5
4 SPD 4
8 REC 7
40 END 40
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
Mentalist Type - Roll 1d6
(1-2)
Cost Powers
15 Armor +5 rPD +5 rED
50 Multipower (50 Points)
5 u) EGO Attack 5d6
5 u) EB 10d6
5 u) Mind Control 10d6
15 EC [Mental Powers]-15 Points
15 1) Flight 10", 8x NCM
15 2) FF +10 rPD +10 rED, No END (+1/2)
Total Powers Cost: 125 Points
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Mental Powers]-15 Points
22 1) Flight 10", 8x NCM, Usable Underwater (+1/4)
15 2) FF +10 rPD +10 rED, No END (+1/2)
10 3) HA +6d6, HTH Attack (-1/2)
35 4) Mind Control 10d6
5 ES: UV Sight
8 LS: Breathe Underwater, High Pressure, Intense Cold
Total Powers Cost: 125 Points
Total Cost: 250 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Of The Hero (Very Common/Strong)
20 PsyL: Protective Of Innocents (Very Common/Strong)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Metamorph
Male Char Female
20 STR 15
18 DEX 20
20 CON 18
12 BODY 11
13 INT 13
11 EGO 14
20 PRE 20
18 COM 18
6 PD 5
4 ED 5
4 SPD 4
10 REC 8
50 END 50
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
Metamorph Type - Roll 1d6
(1)
Cost Powers
15 Armor +5 rPD +5 rED
8 Armor +4 rPD +4 rED, Linked [Density Increase] (-1/2)
15 EC [Metamorph]-15 Points
22 1) Density Increase: Mass 6400kg, STR +30, KB -6", PD +6, ED +6, Cost END Only To Activate (+1/4)
35 2) EB 10d6
15 3) Leaping +10", 8x NCM, No END (+1/2)
15 4) Tunneling 6" DEF 6
Total Powers Cost: 125 Points
(2)
Cost Powers
15 Armor +5 rPD +5 rED
20 Armor +10 rPD +10 rED, Linked [Growth] (-1/2)
15 EC [Metamorph-15 Points
35 1) EB 10d6
22 2) Growth: Height 4", Width 2", Mass 6400kg, BODY/STUN +6, DCV -4, PER +4, Reach +2", STR +30, KB -6", Cost END Only To Activate (+1/4)
15 3) Running +5", 8x NCM, No END (+1/2)
3 ES: Telescopic Sight +2
Total Powers Cost: 125 Points
Cost Powers
45 Armor +15 rPD +15 rED
10 Clinging 20 STR (M) or 15 STR (F)
15 EC [Metamorph]-15 Points
10 1) Desolid, Cannot Pass Through Solid Objects (-1/2), Does Not Protect Against Damage (-1)
15 2) Flight 10", 8x NCM
15 3) STR +30
15 4) Stretching 4", No END (+1/2)
Total Powers Cost: 125 Points
Total Cost: 250 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Of The Hero (Very Common/Strong)
20 PsyL: Protective Of Innocents (Very Common/Strong)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Mystic
Male Char Female
20 STR 15
18 DEX 20
20 CON 20
12 BODY 10
13 INT 13
18 EGO 20
15 PRE 15
18 COM 18
6 PD 5
4 ED 5
4 SPD 4
8 REC 7
40 END 40
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Of The Hero (Very Common/Strong)
20 PsyL: Protective Of Innocents (Very Common/Strong)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Patriot
Male Char Female
20 STR 15
20 DEX 23
20 CON 20
15 BODY 10
18 INT 18
14 EGO 18
20 PRE 20
18 COM 18
8 PD 7
6 ED 7
4 SPD 4
10 REC 7
50 END 40
35 STUN 28
Total Characteristics Cost: 125 Points
Cost Skills
2 AK: Home Country 11-
3 Breakfall 13-
3 Bureaucratics 13-
3 Defense Maneuver I
2 Navigation [Ground] 13-
3 Oratory 13-
3 Paramedic 13-
3 Tactics 13-
3 Teamwork 13- (M) or 14- (F)
Total Skills Cost: 25 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Random Super-Villain (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Code Of The Hero (Very Common/Strong)
20 PsyL: Superpatriot (Common/Total)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Powered Armor
Male Char Female
20 STR 15
18 DEX 24
20 CON 18
12 BODY 11
18 INT 18
11 EGO 14
15 PRE 15
18 COM 18
6 PD 5
4 ED 5
4 SPD 4
10 REC 8
50 END 50
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
150+ Disadvantages
10 DNPC: Loved One (Normal) 8-
10 Hunted: Arch Enemy (As Powerful) 8-
10 Hunted: Evil Organization (As Powerful) 8-
20 Normal Characteristics Maxima
20 PsyL: Protective Of Innocents (Very Common/Strong)
20 PsyL: Superpatriot (Common/Total)
10 SocL: Secret Identity (Occasionally/Major)
Total Disadvantages Cost: 250 Points
Speedster
Male Char Female
20 STR 15
23 DEX 26
20 BODY 18
12 BODY 10
13 INT 13
11 EGO 14
15 PRE 15
18 COM 18
6 PD 5
4 ED 5
6 REC 6
10 REC 8
50 END 50
32 STUN 27
Total Characteristics Cost: 125 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
Speedster Type - Roll 1d6
(1)
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Super-Speed]-15 Points
35 1) EB 10d6
20 2) Flight 15", 8x NCM, Only In Contact With A Surface (-1/4)
15 2) FF +10 rPD +10 rED, No END (+1/2)
Total Powers Cost: 100 Points
(2)
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Super-Speed]-15 Points
25 1) Desolid [Magic]
20 2) Flight 15", 8x NCM, Only In Contact With A Surface (-1/4)
15 3) FF +10 rPD +10 rED, No END (+1/2)
10 4) HA +6d6, HTH Attack (-1/2)
Total Powers Cost: 100 Points
(3)
Cost Powers
15 Armor +5 rPD +5 rED
15 EC [Super-Speed]-15 Points
20 1) Flight 15", 8x NCM, Only On Contact With A Surface (-1/4)
15 2) FF +10 rPD +10 rED, No END (+1/2)
10 3) HA +6d6, HTH Attack (-1/2)
22 4) Invisibility [Sight], No Fringe, 1/2 END (+1/2)
3 ES: PER +1
Total Powers Cost: 100 Points
Male Char Female
20 STR 15
18 DEX 20
20 CON 18
12 BODY 11
18 INT 18
11 EGO 14
20 PRE 20
18 COM 18
8 PD 7
6 ED 7
4 SPD 4
8 REC 7
40 END 36
32 STUN 28
Total Characteristics Cost: 100 Points
Cost Skills
25 Skill Set
Total Skills Cost: 25 Points
Cost Skills
2 AK: Home City
3 Bribery
3 Bureaucratics
3 Conversation
5 Eidetic Memory
1 FB: Press Pass
2 Navigation
3 Shadowing
3 Streetwise
Total Skills Cost:
Magician
Cost Skills
3 Concealment
3 Contortionist
2 Gambling
3 High Society
3 Lockpicking
2 Navigation
3 Oratory
3 Sleight of Hand
3 Ventriloquism
Total Skills Cost: 25 Points
Physician/Nurse
Cost Skills
3 Bureaucratics
3 Conversation
3 Deduction
3 Forensic Medicine
1 FB: Medical License or Registered Nurse
2 Navigation
3 Paramedic
2 Professional Skill: Physician or Nurse
2 Science: Medicine
3 Seduction
Total Skills Cost: 25 Points
Playboy/Socialite
Roll 1d6
(1-3)
Cost Skills
3 Bribery
3 Bureaucratics
3 Combat Driving
3 Conversation
3 High Society
5 Money: Well Off
2 Navigation
3 Seduction
Total Skills Cost: 25 Points
(4-6)
Cost Skills
3 Bureaucratics
5 FB: Member of the Aristocracy
3 High Society
2 Navigation
3 Oratory
3 Riding
3 Seduction
3 Tactics
Total Skills Cost: 25 Points
ITs the wrist-mangler, designed to slash and gouge into your arm and fingers with every maneuver. It twists in your grip to stab you as you try to wield it because you have no leverage and its so front-heavy
Welcome back to the fold, GTO! Yes, the Hero System continues to march on. We aren't a big player base, but we're pretty passionate, relatively creative, and quite welcoming to newcomers to our online community.
Regarding the "ease of access for new players" issue, various parties have created a variety of helpful free game aids to ease them in, which you can download from this website. For example:
I support the idea of a Discord for Hero System/Champions players to chat in real-time. These forums are invaluable for long-form discussions where you want the content to be searchable and to endure for years. A Discord is good for casual conversation where anything said doesn't need to last any longer than the few minutes it will remain on screen before getting scrolled off by newer comments.
So I probably go a tad overboard with this, but I'm convinced that good GM prep is the key to running Hero combat without it getting bogged down.
I have a one-page printout for that scenario's NPCs, with all their stats, attacks, damage tracks, etc. So rather than shuffling multiple papers, everything's on one page. (Of course this was easier to read before Physical Complication: Middle-Aged Eyes kicked in.) I have a corresponding page for the PCs. On my laptop, I have Hero Designer open, in case I need to look up some more detailed information about exactly how I built this power of that defense. Also on my laptop, I keep an Excel spreadsheet of the Speed Chart, with each character's actions plotted out by SPD & DEX. You'd be amazed how much it speeds up combat if you don't have to do the "OK, who goes on Phase 4? What's your DEX?" dance every Phase. I've also started having my iPad available for passing around maps, pictures, documents to the PCs, tho that's not really a combat thing. Lots of soda. Obviously.