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DaveMBJr

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  1. Re: HERO experts.. help a NUB build his mentalist? Thanks again for your help! I'm unsure what this power is though: Telekenetic Clout: EB 12d6 I'm using HERO Designer and couldn't find it.
  2. Re: HERO experts.. help a NUB build his mentalist? One last question... How exactly does my EGO relate to or affect these powers?
  3. Re: HERO experts.. help a NUB build his mentalist? Thanks for the write-up, it helped out a ton! By the way, what does DC stand for? I know that the campaigns AP limit is 75 for one power, and 60 for the rest.
  4. Hi all, First I want to apologize in advance for the lengthy post, and for slaughtering any lingo. I just started playing in a friends Champions Battlegrounds campaign (first time ever playing HERO) and am rebuilding him after he spent the first 2 sessions unconscious. I know many of you have this stuff mastered so I'm asking for some ideas/tips on my powers. Character Concept: Ever since Mental Boy was a small child his parents noticed strange things always occuring around him. Objects would randomly fly across the room, he would often respond to comments/questions they had never vocalized, etc. This resulted in him being labeled as a "trouble maker" by his teachers, who insisted he be put on Ritalin. His parents always flatly refused. Around the time he hit puberty things got so out of control that his parents finally took him to a leading neurologist. It was then that his latent telekinetic and telepathic powers were finally identified and he was sent to Ravenswood Academy. To help him control his wild mental abilities a new drug was formulated, dubbed T.H.C. (Telekinetic/Telepathic Hindering Compound). Now at the age of 18 he has set off to make a name for himself in Millenium City. Character Building: I have 325 points to spend on characteristics and powers (I already spent 25 on skills and 5 on perks) My base characteristics will all be 20 or below, except for EGO which I want up to 26 or 29. Here are some of the powers I think would work... Telekinetic Powers: 1. Manipulation: For grabbing objects/people and throwing them around for damage. 2. Defense: Picking up objects in the environment and using them to block ranged attacks. 3. Force Field: To protect against attacks that are up close and personal. 4. Flight/Leap: For moving around the battleground quicker than running. Telepathic Powers: 1. Mind Reading: For uncovering the villians plans and communicating with teammates. 2. Mental Assault/EGO Attack: I hear most characters don't have high mental defense so this makes sense. 3. Illusionary Disguise: For getting around "undetected." Misc: Strong Will: To protect against mental attacks from other mentalists. Any tips on how to effectively (and economically) build these, or any other powers you suggest, would be great. THANKS!
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