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Agent333

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  1. Re: X-men characters NIGHTCRAWLER Val: Char: Cost 15 STR 5 30 DEX 60 20 CON 20 10 BODY 0 13 INT 3 10 EGO 0 15 PRE 5 8 COM -1 8 PD 5 4 ED 0 6 SPD 20 10 REC 6 40 END 0 28 STN 0 Total Cost = 123 Super Powers 5 Yellow Eyes Nightvision 4 Dark Blue Fur Concealment +5; Self Only (-1/2), Only in Shadows or darkness (-1) 6 Devil Tail Extra Limb; Inherent (+1/4) 10 Wall Walking Clinging 10 Acrobatic Evasion +3 DCV vs. All; Acrobatics Roll (-1/2) 60 Teleportation Multipower (active: 60) 6u. #1) Combat BAMF Teleportation 15â€, Position Shift, No Relative Velocity; 0 END (+1/2) 0 6u. #2) Distance BAMF Teleportation 30†6 6u. #3) Group BAMF Teleportation 20â€, 16x mass 6 6u. #4) Attack BAMF Teleportation 15â€; Usable as Attack (+1) 6 20 Teleport Combat Maneuvers Multipower (active: 30); Linked to Teleportation (-1/2) 2u. #1) Flurry of BAMFs STR 15 w/ Autofire [5 shots] (+1), Accurate (+1/2), ½ END (+1/2) 10 1u. #2) BAMF-by STR 15 w/ Area Effect: Radius (+1), 6†Radius (+1/2), Selective (+1/2), 2X END (-1/2) 8 14 Teleportation Nausea 1D6 EB; Damage Shield (+1), Autofire (+1 ½), NND [not vs. teleporters or power defense] (+1), ½ END (+1/2), Linked w/ Attack BAMF (-1/2), Only vs. Targets teleported with attacker (-1/4) 5 Acrobatic Combat Martial Art 4 Punch/ Kick +0, +2; 10D6 3 Throw +0, +1; 8D6 +v/5 3 Grab -1, -1; 50 STR 20 +5 Damage Classes to MA 12 Swift Running +6†[12" total] 9 Bounding Leaping +9†[12" total] Skill/ Talent/ Perq 3 Acrobatics 15- 3 Breakfall 15- 3 Climbing 15- 3 Stealth 15- 3 Contortionist 15- 3 Teamwork 15- 3 Concealment 12- 2 Performance (Circus Acrobatics) 12- Disadvantages Dis Fea: Detects as Mutant -10 Dis Fea: Dark-blue Devil man (effort, react) -15 Soc Lim: Mutant minority -10 Psy Lim: Fearlessly Heroic (VC, Strong) -20 Psy Lim: Thrill seeker (Common, Strong) -15 Psy Lim: Code vs. Killing (Common, Total) -15 Hunted by Brotherhood of Mutants (More, 8-) -15 Character Total = 350 points House Rules: Nightcrawler bends the rules with his Teleport Combat Maneuvers MP. In particular is the Autofire on his Strength with the Accurate (+1/2) advantage attached. Normally this is a no-no and you may want redo this one with a Hand Attack instead. Also, He has another one of those pesky Autofire Damage Shield NNDs for his Teleport Nausea. See my Rogue writeup for comments on this. Lastly. he has a Skill Called Performance which is based on Presence and is priced like Artist on Colossus' entry. It measures the performers ability to hold an audiences attention and entertain them.
  2. Re: X-men characters This is one of those hokey powers similar to "My armor simulates my dodging". Cyke was getting KOed on a regular basis with his 10PD/ED. So, I gave him additional armor with the SFX "I can't give up, the X-men need me!" kind of thing. I needed Normal Defense for him and this was the first idea for a SFX I had. YMMV.
  3. Re: X-men characters Good call! That's the best alternative to what I did. Only difference is that the different advantages allowed would have to be pre-approved into a list like the MP has. GMs take note!
  4. Re: X-men characters Colossus Val: Char: Cost (18) 60 STR 43* (18) 18 DEX 24 (15) 25 CON 26* (13) 18 BODY 14* (13) 13 INT 3 (12) 12 EGO 4 (15) 15 PRE 5 (14) 14 COM 2 (5) 25 PD 11* (5) 25 ED 16* (4) 4 SPD 12 (7) 20 REC 5* (30) 50 END 0 (30) 60 STN 0 Total Cost = 165 * = OHID (-1/4) Characteristics in parenthesis are Peter's normal values Super Powers 9 Tireless ½ END for 60 STR; OHID (-1/4) 3 13 Osmium Steel Body Damage Resistance 20/ 20; OHID (-1/4), Visible (-1/4) 12 Osmium Steel Body Normal and Resistant Defenses Hardened (+1/4), OHID (-1/4), Visible (-1/4) 16 Osmium Steel Body Knockback Resistance -10â€; OHID (-1/4) 36 Osmium Steel Body Life Support: Total; OHID (-1/4), 8 Osmium Steel Body Lack of Weakness -5; Normal and Resistant Defenses; OHID (-1/4), 48 Brick Tricks Multipower (active: 60); OHID (-1/4) 2u. #1) Distance Throw Strength +60; Only to determine throwing distance (-2) 6 3u. #2) Rend and Tear HKA 2D6; 0 END (+1/2) 0 2u. #3) Wrap ‘em Up Entangle 6D6/ 6 DEF; OIF [materials at hand] (-1/2), Extra Time: Full Phase (-1/2), No Range (-1/2), Defense depends on materials used (-1/2) 6 2u. #4) Brace for Impact Missile Deflection (all attacks) +5 OCV 0 3u. #5) Smash Through Tunneling 1†through 18 DEF; No non-combat Movement (-1/4) 4 2u. #6) Arm Sweep AE: one hex (+1/2) for 60 STR; Can be blocked (-1/4) +2 2 Stratospheric Throw Megahex for 60 STR (+1/4); OHID (-1/4), Only affects distance thrown (-1), 10x END (-4) 10 Skill/ Talent/ Perq 8 PSL +4 vs. throwing unbalanced and unaerodynamic objects/ people 3 Climbing 13- 3 Strength Tricks [DEX based]13- 3 Hoist [iNT based] 12- 4 K.S. Art History 13- 5 Artist (sketching and painting) 13- 1 P.S. Farmer 8- Disadvantages Dis Fea: Detects as Mutant -10 Soc Lim: Mutant (Occasional, Minor) -10 Phys Lim: Metal Body (Frequently, Slightly) -10 Psy Lim: Fearlessly Heroic (VC, Stng) -20 Psy Lim: Protective of Innocents (Com, St) -15 Psy Lim: Overconfidence (Com, Mod) -10 Hunted by Brotherhood of Mutants (More, 8-) -15 Vulnerable to Magnetic Powers (2x effect) -10 Character Total = 350 points House Rules: The Artist skill is an INT based skill that allows the PC to create works of art (2pts base, +1to roll/ 2pts, each additional category of art +1pt). The better the roll the more complete the artist has captured their own vision.
  5. Re: X-men characters SWEET! If you can, scan 'em and share 'em. I got into Superhero RPGs because I wanted to play THOR and fight Doctor Doom (THOR would SO get owned!)
  6. Re: X-men characters GAMBIT Val: Char: Cost 20 STR 10 26 DEX 48 20 CON 20 15 BODY 10 18 INT 8 13 EGO 6 18 PRE 8 18 COM 4 10 PD 6 10 ED 6 5 SPD 14 10 REC 4 40 END 0 35 STN 0 Total Cost = 145 Super Powers 40 Kinetic Charging Multipower (active: 60); OIF [small/ medium object of opportunity] (-1/2) 4u. #1) Quick Charge EB 8D6 vs. Physical; 0 END (+1/2) 0 4u. #2) Strong Charge EB 12D6 vs. Physical 6 4u. #3) Shrapnel Charge RKA 4D6 vs. Physical 6 40 Kinetic Tricks Multipower (active: 60); OIF (-1/2) [Note: all modifiers and powers add to the above MP] 4u. #1) Crescent Throw Fully Indirect (+3/4), ½ END (+1/4) 3 3u. #2) Kinetic Transfer Double Knockback (+3/4) 6 4u. #3) Fast Dealer Autofire [5 shots] (+1/2), ½ END (+1/2) 0 or 3 per shot 3u. #4) Fifty-two Card Pick-up +12D6 EB; 2x END (-1/2) 12 4u. #5) Big Boom Explode (+1/2), -1 DC/ 3†(+1/2) 6 2u. #6) Little Boom Area Effect: One Hex (+1/2) 3 4u. #7) Boom Trap Trigger [object moved or under pressure] (+1/4) Explode (+1/2), -1 DC/ 2†(+1/4) 6 4u. #8) Boom Bomb Time Delay (+1/4), Explode (+1/2), -1 DC/ 2†(+1/4) 6 11 Kinetic Boost Strength +20; Non-persistent (-1/4), No Figured Characteristics (-1/2) 2 12 Collapsible Staff HA +4D6; 0 END (+1/2), OAF (-1), Hand Attack (-1/2) 0 6 Armored Clothing Damage Resistance 10 PD/ 10 ED; OIF (-1/2) 6 Physical Training Running +3†[9" Total] Skill/ Talent/ Perq 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Stealth 14- 3 Lockpicking 14- 3 Contortionist 14- 3 Sleight of Hand 14- 3 Concealment 13- 5 Gambling 14- 3 Persuasion13- 3 Seduction 13- 3 Streetwise 13- 5 +1 w/ Melee 6 +2 w/ Kinetic Charging Multipower 4 +2 vs. Range w/ Kinetic Charging Disadvantages Dis Fea: detects as a Mutant -10 Soc Lim: Mutant minority -10 Psy Lim: Overconfident (Common, Strong) -15 Psy Lim: Scoundrel’s Honor (Com, Total) -20 Psy Lim: Dismissive of Authority (Cm, St) -15 Hunted by Brotherhood (More, 8-) -15 Hunted by Assassins Guild (As, 8-) -10 Rivalry with other thieves -5 Quirk: Womanizer -1 Quirk: Loves a challenge -1 Quirk: Scoundrel -1 Quirk: Procrastinator -1 Quirk: Curses in Cajun-French -1 Character Total = 355 points House Rules: Gambit is a REALLY big rule-breaker. His first MP has three slots that can be enhanced by almost any of the naked advantages in the second MP. I did this because I felt that most times Gambit only throws a basic EB or occasional RKA. However, there are times he does "gawd-almighty" with his cards or whatever flotsam he gets his hands on. These explosions and other attacks never seem to do any less damage than his standard attack (in fact, the opposite seems true). So, in his case, I allowed this triple stop-sign ability of enhancing one power with a naked advantage. To keep Gambit in line with the rules, remove the first multipower and add a 12D6 EB to all the slots in the second MP (you might also add the 4D6 RKA and 8D6 EB zero END in this MP). Also, the GM should make allowances for the attack used corresponding to the type of object Gambit has. Lightweight objects (like playing cards) typically do Normal damage, while heavy or glass-like objects (lead pipes, trash-can lids, pane of glass) can do Killing Damage
  7. Re: X-men characters Marvel Girl (Jean Grey) Val: Char: Cost 10 STR 0 20 DEX 30 20 CON 20 10 BODY 0 20 INT 10 25 EGO 30 20 PRE 10 20 COM 5 3 PD 1 4 ED 0 5 SPD 20 10 REC 8 40 END 0 25 STN 0 Total Cost = 134 Super Powers 10 Telekinetic Powers Elemental Control (active: 20) 10 a.) Telekinetic Flight 10†Flight 2 10 b.) Telekinetic Shield Force Field +7 PD/ +7 ED; 0 END 0 5 Psychic Defenses Mental Defense (10pts) 60 Telekinesis Multipower (active: 60) 6u. #1) Telekinetic Manipulation I Telekinesis STR 40 6 6u. #2) Telekinetic Manipulation II Telekinesis STR 32, Fine Manipulation 6 6u. #3) Telekinetic Manipulation III Telekinesis STR 26; 0 END (+1/2) 0 6u. #4) Telekinetic Punch 12D6 EB vs. Physical 6 3u. #5) Enhanced Flight +10†Flight, 4x NCM 2 2u. #6) Enhanced Shield Force Field +13 PD/ +13 ED 2 50 Telepathic Powers Multipower (active: 50) 5u. #1) Psychic Communications Telepathy 10D6 5 5u. #2) Mental Assault EGO Attack 5D6 5 5u. #3) Psychic Domination Mind Control 10D6 5 5u. #4) Inflict Hallucinations Mental Illusions 10D6 5 2u. #5) Psychic Search Mind Scan 10D6; Concentrate: 0 DCV (-1) 5 2u. #6) Mindsense Detect Minds (mental sense group), Discriminatory, Analyze, Targeting 0 3u. #7) Psychic Communication Mind Link with up to four minds at once, No LOS 0 Skill/ Talent/ Perq 6 +2 w/ Telekinesis 3 Psychic Tricks [iNT based] 13- 3 Paramedic 13- 3 Teamwork 13- 2 Sci: Biology 11- Disadvantages Dis Fea: Detects as a Mutant -10 Soc Lim: Mutant minority -10 Psy Lim: Heroic Nature (VC, Strong) -20 Psy Lim: Protective of Innocents (VC, Stng) -20 Psy Lim: In love with Scott Summers (VC, Total) -0 Phys Lim: Loses control of powers when Stressed (Infrequently, Greatly) -10 Enraged if attacked mentally (Un, 11-, +0) -15 Hunted by Brotherhood of Mutants (More, 8-) -15 Qrk: Chronic Nightmares -1 Qrk: Avid Hello Kitty collector -1 Qrk: Unconsciously scans peoples thoughts -1 Qrk: Irrational attraction to Wolverine -1 Qrk: Closet Fashion Designer -1 Character Total = 355 points House Rules: Rules wise, I'm not entirely sure that it's okay to have one Power framework enhance a seperate one. Personally, I see nothing wrong with this, particularly in light of naked advantages in multipowers that enhance a characters STR. Also, like many of the X-men, Marvel Girl is mostly a character built around a set of powers. Because of this, I didn't leave much room for skills. If you want to increase her skills reduce some of her characteristics (like EGO, INT and PRE to 18 and EGO to 23) to shore up the difference.
  8. Re: X-men characters You got me, I asked myself this as well. But, it's in the HERO FAQ section under "Questionite Skeleton". I think it comes into play if opponents have Logan in a grab and go to use a "bonebreak" ability or I could see it being applied by the GM to Logan being in a high-speed crash where the BODY damage would normally bust him up to FUBAR levels. Mostly I use it as an excuse to allow him a post segment 12 recovery when his STUN is at -20 to -29.
  9. Re: X-men characters CYCLOPS Val: Char: Cost 15 STR 5 23 DEX 39 20 CON 20 13 BODY 6 20 INT 10 15 EGO 10 18 PRE 8 16 COM 3 10 PD 7 10 ED 6 5 SPD 17 10 REC 6 50 END 5 30 STN 0 Total Cost = 142 Super Powers 64 Optic Blast Multipower (active: 81); Restrainable (-1/4) 6u. #1) Standard Blast 10D6 EB vs. Physical; 0 END (+1/2) 0 6u. #2) Strong Blast 13D6 EB vs. Physical; ½ END (+1/4) 3 6u. #3) Full Power 16D6 Energy Blast vs. Physical 8 6u. #4) Sweeping Glance 8D6 EB; Autofire (+1/2), ½ END (+1/2) 2/shot 6u. #5) Swath 8D6 EB; Area Effect: Cone [4â€] (+1) 8 6u. #6) Focused 10D6 EB; Armor Piercing (+1/2) 7 2u. #7) Cut 1D6 RKA; Penetration x2 (+1) 3 2u. #8) Weld 1D6 Major Transform; Variable (+1/2) 2 6u. #9) Smash Through Tunneling 1†through 14 DEF; ½ END (+1/4), Ranged (+1/2), No non-combat move (-1/4) 3 3u. #10) Shove Telekinesis STR 50; Affects whole object (-1/4), Only to throw target away from attacker (-1) 7 5u. #11) Toss 10D6 Dispel Knockback Resistance; Does KB (+1/4), Double KB (+3/4), ½ END (+1/4) 3 6 Micro weave Kevlar Suit Damage Resistance 10 PD/ 10 ED; OIF (-½) 9 Willpower PD +12/ ED +12; Activation +1 (-3/4), Must Be Aware of Attack (-1/4), Stun Only (-1/2) 4 Physical Training Running +2†Martial Arts Training 4 Punch/ Kick +0, +2; 5D6 4 Block +2, +2; block 4 Dodge ---, +5; dodge Skill/ Talent/ Perq 2 WF Com Melee 9 +3 w/ Optic Blasts 8 +4 vs. Range w/ Optic Blasts 7 Tactics 15- 3 Leadership 13- 3 Optic Blast Tricks [DEX based] 14- 9 Climbing, Breakfall, Teamwork 14- 3 Combat Driving (small ground vehicles) 14- 3 Combat Piloting (Combat Aircraft) 14- 5 TF: Motorcycles, Small Motorboats, Large/Small planes and Helicopters 3 System Operations 13- 2 Navigation (air) 13- 2 P.S. Aircraft Mechanic 11- Disadvantages Dis Fea: Detects as Mutant -10 Soc Lim: Mutant minority -10 Phys Lim: Depends on Visor for Control [Effectively blind and can only use first three slots in MP without visor] (Inf, Grtly) -10 Psy Lim: Heroic (Very Common, Strong) -20 Psy Lim: Protective of Innocents (VC, Stng) -20 Psy Lim: In love with Jean Grey (VC, Total) -0 Hunted by the Brotherhood of Mutants (More Powerful, 8-) -15 Watched by the U.S. Government (More, NCI, 11-) -15 Character Total = 350 points House Rules: The only thing you might want to remove from Cyclops is the "Toss" ability in his MP. I just wanted it so Scott could pop Sentinels off their feet like he does in the cartoon (also make a bad surprise for Juggernaut)
  10. Re: X-men characters Here's my version of Rogue, but note that she doesn't have the same powers as Rogue. I built her along the lines of Mimic from the Marvel comic "Exiles". Once she has touched a character their powers are hers to use whenever she wants. ROGUE Val: Char: Cost 30STR 20 20DEX 30 20CON 20 10BODY 0 13INT 3 13EGO 6 13PRE 3 16COM 3 10PD 4 10ED 6 4SPD 10 10REC 0 40END 0 35STN 0 Total Cost = 105 Super Powers 14 Life Drain Energy Blast 1D6; NND [not vs. targets with Power Defense 20+, Force Fields or non-organic bodies] (+1), Does Body (+1), Damage Shield (+1 ¼), Autofire [10 shots] (+2), 0 END (+1), Always On (-1/2), Must have skin to Skin contact (-1/2), Target takes ½ damage with a Successful EGO roll (-1/4), Only does Body damage after target is Knocked Out (-1/4) 157 Stolen Powers Variable Power Pool (active: 100); No Skill Roll (+1), Only to copy skills or powers of Life Drain victims (-1/4), Powers or Skills may only be Equal or less than the level possessed by victim when Last touched (-1/2) 20 Stolen Flight 10†Flight 2 30 Stolen Toughness Armor +10 rPD/ +10 rED 4 Physical Training Running +2†Skill/ Talent/ Perq 10 +2 w/ Melee 3 Acrobatics 13- 3 Breakfall 13- 3 Stealth 13- 3 Concealment 12- 3 Streetwise 12- Disadvantages Dis Fea: Detects as Mutant -10 Soc Lim: Mutant minority -10 Dis Fea: Features altered whenever VPP Is used (easily, noticed) -5 Phys Lim: manifests the Psychological Limitations of persons copied at one level of intensity less (Frequently, Slightly) -10 Psy Lim: Code verses Killing (Com, Strong) -15 Psy Lim: Afraid to touch others (com, mod) -10 Psy Lim: Protective of Innocents (com, totl) -20 Enraged when friends or innocents are hurt (Uncommon, 8-, 14-) -5 Hunted by Brotherhood of Mutants (More, 8-) -15 Qrk: Speaks with a southern accent -1 Qrk: Likes green clothing -1 Qrk: Will never dye the white stripe in her hair -1 Qrk: Often shy and withdrawn -1 Qrk: Enjoys an occasional “good scrap†-1 Character Total = 355 points House Rules: Rogue busts a lot of rules here. First is the Life Drain which is built using the house rule that Damage Shield costs a straight (+1) without adding Continuous (notice I added the +1/4 advantage to Damage Shield that allows her to use it without a Grab attack). Second is the use of Autofire to give Rogue what effectively becomes a 10D6 NND attack. This is a big no-no. Third is the "skin to skin contact" limitation, I'm sure it's value is less elsewhere (I couldn't find an official reference) but it imposes a negative modifier in combat depending on the amount of skin covered by the opponents clothing [anywhere from bikini (-0 OCV) to typical superhero costume (-2 OCV) and normal clothing with only head and hands exposed (-4 OCV)] There should also be a STOP sign on her VPP. In play, this makes her one of the most powerful X-men, bar-none. I've allowed her to mix and match the abilities she's gained from her teammates and opponents. A combination of Colossus' Strength with Wolverine's Constitution and claws makes her a formidable brick capable of 6D6 HKA. I suggest for lower levels of play to limit either the amount of characters that can be copied at one time or allow her to only replicate 1/2 the active points of the copied power. With a little work, I think many gamers could mold this charcter into a more accurate version of Rogue. This is merely my preferred version of her (were I writing the X-men, that is). This version is where I would have Rogue just after permanently draining, in this case: killing, another mutant and gained a portion of their strength, flight and toughness. For SFX of experience spent, allow Rogue to accumulate the powers of those she has reduced to zero BODY or below and buy these powers outside of her VPP. She can still express the powers of her victims with her VPP, but must fight against any contrary Psych Limitations they possessed when doing so.
  11. A little while back I started making HERO versions of the x-men as a mental exercise. This grew into doing a few solo-rpg sessions and running a few full scale combats. I've had so much fun I thought I'd share my write-ups with you guys and maybe give a little of my inspiration energy to my fellow heroes and heroines on the messageboard. (Originally I intended these writups for new players who want to play a character "like" wolverine or cyclops. Think of these as quick-start templates) A few things to take note of, these X-men have no connection to any established continuity save one of my own making. I've included the disadvantages I used for each, but they are by no means an attempt to accurately replicate the original character. All these characters were built to my champaign's specifications for supers games: 250 point base + 100 points in disadvantages. I also allow beginning characters to have up to 5 "Quirks" (1 point flaws described in GURPS) that may be purchased past the Disadvantage limit. Also, these charcters were built with my house rules. Where these rules pop up I'll give an explanation at the end of the character listing. As always, disregard what you don't like or would never allow in your game. In almost every case, changing these powers back to the official rules will increase the point total of the character. First up, my favorite canadian WOLVERINE Val: Char: Cost 20 STR 10 20 DEX 30 30 CON 40 20 BODY 20 13 INT 3 13 EGO 6 18 PRE 8 10 COM 0 20 PD 16 20 ED 14 4 SPD 10 15 REC 10 60 END 0 50 STN 5 Total Cost = 170 Super Powers 30 Adamantium Claws Multipower (A: 45); Restrainable (-1/4), Does no Knockback (-1/4) 3u. #1) Swipe HKA 2D6; 0 END (+1/2) [4DK w/ Str and M.Strk] 0 3u. #2) Slice HKA 2D6; Armor Piercing (+1/2) [3 ½ DK w/ MS] 4 3u. #3) Stab HKA 2D6; Penetrating (+1/2) [3 ½ DK w/ MS] 4 3u. #4) Slash HKA 3D6 [5DK+1 w/ STR and Martial Strike] 4 7 Adamantium Skeleton Armor +10 PD/ +10 ED; Only vs. Body (-1), Only to prevent broken bones (-2) 6 Heightened Senses +2 to all Perception 14 Heightened Smell +2 to Smell Perception; Discriminatory And Tracking Scent 11 Healing Factor Regenerate 1 BODY/ turn; regrow limbs Healing 1D6, Regrow limbs; Persistent (+1), Self Only (-1/2) Extra Time: one turn (-1¼) 10 Instant Healing Damage Resistance 10 PD/ 10 ED 34 Recuperative Physiology Life Support verses Extreme Heat/Cold, High Radiation, High/Low Pressure, Extended Breathing (1 END/ 5 minutes), Longevity (400 years), Immunity to All Poisons/Toxins and All Disease/Bio-Warfare Martial Arts (Unique form) 4 Marital Strike +0, +2, 10D6 (+3 DC to KA) 4 Charge +0, -2, 10D6 +v/5, Full move (+3 DC to KA) 4 Martial Escape +0, +0, 55 STR to escape grab 16 +4 DC w/ Martial Art 1 Use Martial Art w/ CLAWS Skill/ Talent/ Perqs 4 +2 OCV w/ Martial Strike 2 WF: Common Melee 2 WF: Common Missile 2 WF: Common Martial Art Weapons 2 WF: Small Arms 3 Stealth 13- 3 Climbing 13- 6 Survival (Arctic, Mountain, Temperet) 12- 5 Concealment 13- 3 Streetwise 13- 3 Interrogation 13- Disadvantages Dis Fea: Detects as a Mutant -10 Soc Lom: Mutant minority -10 Phys Lim: Heavy Metal Skeleton (Inf, Slgt) -5 Psy Lim: Code of Honor and Justice (Stng) -20 Psy Lim: Overconfidence (VCom,Mod) -15 Psy Lim: Code vs. Killing (Un Com, Mod) -5 Enraged when BODY halved (Un Com, 11-, 11-) -15 Hunted by Black Ops Military Org. (More, NCI, 8-) -20 Qrk: Cannot remember own past -1 Qrk: Hates/picks on bullies -1 Qrk: Smokes Cigars constantly -1 Qrk: Sucker for Red-headed girls -1 Qrk: Prefers beer over any other liquid (including water) -1 Character Total = 355 points House Rules: Surprisingly, I don't think I used any house rules for Wolvie. I've made extensive use of the rule that allows Martial damage to add to advantaged attacks without being reduced in effect. This doesn't go over well in some campaigns, so remember to adjust his claws final damage if you disallow this option. His Claws are bought with the restrainable limitation to simulate that certain holds and restraints render his claws ineffective.
  12. Re: (newbie) The Downside of Density Increase If I were making a Density brick for a game that enforced the environmental damage I'd use the "I'm really cancelling my weight with my flight" excuse to build a limited increase with Strength, PD, ED and KB resist. I might also use the extreme rubber physics SFX that the mass I'm generating has non-Einstienian universe properties that cause it to be irregularly affected by gravity. Hit my PC, blow him up, drop him out of a plane it's like affecting a brick wall. But, he can still sit in the rowboat down on the pond in back of the Hero-HQ and fish. Wacky!
  13. Re: Vampire the masquerade Lord Liaden you have my official permission and thanks to add those links to your thread. I hope I can make the next PDF look even slicker than this one. (I'm also really looking foward to doing another version of this for Vampire: the Requiem)
  14. Re: Vampire the masquerade Back in 4th ed it was no big deal having a Transfer "Heal up" your END reserve. Once 5th changed that, I used an Aid linked to the bite (so a vampire could feed in one phase and use the blood in the very next phase if he needed) and a limited REC that would match the fade rate on the Aid. When characters regularly move at Speed 6+, every phase counts, they can't wait for that post-turn REC to kick in.
  15. Re: Vampire the masquerade All thanks for the plug, Lord Liaden. I have a 5th edition update available if anyone wants me to e-mail it to them. It's about a 900k pdf that the HERO site has trouble loading up for me. So I'll have to e-mail it instead, until I get a reliable host on the web that is. If you can't wait, then see if either of these links work for you: http://www.geocities.com/myndovamadda/Hero_Vamp_Masquerade_A.pdf http://www.geocities.com/myndovamadda/HERO_VAMP.zip Now that I have 5ER and Dark Champs, I'm going to revise the rules we use even further and add the Werewolf and Mage stuff we've used. I'll be starting that as soon as I end our current HERO-vampire story-arc in 2 weeks. (added links in edit)
  16. Re: VOICE of DOOM Hey all! I've been following along on this thread and am very pleased with the VOICE updates. I'm definately taking these write-ups home and tweaking them for my games. VOICE of Doom was one of those supplements I bought on a lark some years ago and never really made use of (Zodiac Conspiracy won my attention back then). I may just see how my 350-point X-men team can do against them (another side project to keep me busy). I also wanted to share some images of the main heroes in the adventure supplement I made with HEROMACHINE v1.1 from http://www.heromachine.com/ You might find these useful for making paper miniatures or placing in the character writeups in your records. I'd like to do the villains, but heromachine's a little limited in what it can depict. Maybe if I had v2.0 (maybe one day) I'm really glad to see some love for a blast from the Champion's past. Keep it up!
  17. Re: Vampire teh Masquerade using the HERO System (second try) I hope that if you become independantly wealthy you'll spend it on something better than a plane ticket to Oklahoma (starting your own game company and making me head developer would be a good start though When I read the cantrips use for the magic power skill in Fantasy HERO, I just had to use it. It's just too cool of a way to explain minor magic effects without buying niggling little spells for it all. Plus, getting a little more use out of the magic skill is always a good idea. I agree that gaining a Derangement is too severe, but it's what I have to do for my group. Otherwise, losing humanity just doesn't have any teeth to it, so to speak (my Tremere player: "So, your telling me that if I kill innocent people I'll lose humanity... BUT my character will stop feeling bad about it? Somebody find me a baby to eat!"). In V:tM, you only gain a derangement if you botch the conscience roll. Similarly, you could gain a derangement only if you roll a 18 on your conscience roll, I definitley should include this as an option on the next draft. As for the ghoul's "combat frenzy", this was a matter of taste on my part. In most of the fiction I've read, the ghouls were no different than other humans when it comes to fire or injury. They do seem to lose control rather frequently when it comes to fighting, so I gave them an altered version of the vampire's own enraged disadvantage.
  18. Re: Vampire: the Masquerade using the HERO system Thanks everybody. I really appreciate all the help. Good news, I have a low-res version of it hosted at a friends site. You'll find it here: http://www.metiertigris.com/Hero_Vamp_Masquerade_A.pdf
  19. Like Bullwinkle says, "This time for sure. Presto!" http://www.metiertigris.com/Hero_Vamp_Masquerade_A.pdf You can get a copy of my first draft document here. Let me know what you think (it's 900kb large, so dial-ups may take a while).
  20. Re: Vampire: the Masquerade using the HERO system LOL Well, of course this would happen. I'm out of options unless someone wants to host the file for me. Guess that'll teach me to get my hopes up. Sorry everyone.
  21. Re: Vampire: the Masquerade using the HERO system I tried to attach the PDF file to the above post but I keep getting told "Document contains no data" and it gets denied. What's going on?
  22. Re: Vampire: the Masquerade using the HERO system I attempted to attach a copy of the PDF to this post, but I keep getting denied with a message "Document contains no data". What's going on?
  23. Re: Vampire: the Masquerade using the HERO system Damn Geocities and their black-hearted masters! I changed the link to a zip file, this SHOULD allow you to download it. Wish me luck.
  24. I finally got a near complete version of the document I've been working on. It's my group's rules for using the Hero System to play Vampire: the Masquerade. I now have it updated to the 5th edition and I'm kinda proud of it. Take a look and see what you think. You'll find the PDF in a zip file here. Just right click and save. I also want to thank Robert Harrison for all his help and input and W. Jason Allen for his excellent vampire template in Digital Hero #6.
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