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Kraven Kor

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Everything posted by Kraven Kor

  1. Tick-based Combat? The Tick takes no damage
  2. Ugh. How do you post working, embedded video links here? Tried HTML, checked all the special UBB code stuff, tried "Media" tags... ??? Even tried quoting an embedded video and editing the quote and no good.
  3. Now that depends on the type of caster, and more so on the player than anything. Thus far, I have not had any players who know the system well enough to do so without my help. Generally, I don't allow anyone to just build something on the spot unless they can do so in seconds and I know the player won't abuse the system or argue with me if I won't allow something. I have helped those players build things on the fly where appropriate and not halting the game to do so. As to what type of caster can do what in that regard (in my Steampunk Fantasy setting Lostorum): "Wizards" who cast spells using arcane formulae and such have to research new spells and spend hours or days experimenting to build a new spell; so they just cannot do anything on the fly beyond maybe alter a spell using the Power: Magic Skill. "Sorcerers" who are channeling elemental energy or borrowing their magic from some external source have much more leeway in this (and, accordingly, fewer limitations on the VPP meaning their VPP is more versatile than a wizards, but thus more expensive.) But even they need a full phase to change powers in the pool. "Artificers" who use ancient artifacts to power their effects can only swap out powers in a lab or workshop; so they can't do *anything* on the fly, again beyond what would be allowed by use of their Power: Artifice skill. "Incarnates" who channel their power from their faith / God have to pray for their powers; they can generally swap powers out with a full phase action, but can only choose powers fitting to their deity or faith. "Incarnates" who are kind of the Hercules or Paul Bunyan's of the world have the most versatility - 0-phase action to change powers, and often no skill roll to change powers; and thus naturally their VPP's are way more expensive. But these incarnates can only really do "super-human feats" and not "spells."
  4. Alternately, change the flight speed to match up to true speed for different speed characters - if SPD 3 guy is wearing it, it is 12m Flight (36m per turn); if SPD 4 guy is wearing it, it is 9m of flight (36m per turn.) Clunky, but simpler than building it as a vehicle I suppose. But, then, maybe Evil Knievel really could just make the thing go faster
  5. And Cassandra, or anyone else, really; would love to see how you all would build Hardcase, if you have the time and motivation to put such together. Or, again, "official" characters I could look at for inspiration / comparison. I know Defender is more Power-Armor than Cyborg, but he is the closest example I can think of.
  6. First, please understand this is all just me talking and whatnot and I am not arguing against anything, really, as much as trying to understand and explaining my logic for how things are currently written. I'll argue my case but it is not intended as "NO! I'LL DO IT THIS WAY ANYWAYS!" Ultimately, I would like to wind up with a character that both fits my concept, and is "legal" or acceptable to the majority of you, as an exercise in getting better at HERO. But, for comparison, here is a 400 Point build that is way, way "better" than Hardcase, all things considered; a fairly straightforward "control the molecules in my body" dude. Behold the abusiveness! I guess the point here is that, while some of what I have on Hardcase is "odd" or whatever, if you compare him to more straightforward builds, he isn't really pulling one over on the GM or anything. Technically speaking, a GM could disallow anything on the below character and could certainly have nitpicks with Hardcase; but the below build is "legal" so far as I understand it, and wildly more challenging to a GM. Oh, and I could just afford a duplication slot as well, and could easily drop some of the sillier entries or tweak this or that power with more limiations or what-not to further min-max it. I'm not trying to min-max Hardcase, as much as I am trying to build a functional brick that has some of the whiz-bangs I feel a "Bionic Man" should have if one took a modern-day look at him. (Ugh... these forums HATE me so far as formatting posts lol...) The Body Builder Base 400 125 Characteristics Complications 0 102 Skills Experience 0 170 Powers Total 397 397 Total Characteristics Val Char Base Cost Pts Roll Notes 20/60 STR 10 1 10 13- / 21- Lift: 400.0kg/102.4tons HTH Damage 4d6/12d6 END [2/6] 13 DEX 10 2 6 12- Initiative: 13 20 CON 10 1 10 13- Stun Threshold: 20 13 INT 10 1 3 12- PER Roll 12- 13 EGO 10 1 3 12- 13 PRE 10 1 3 12- PRE Attack: 2 1/2d6 5 OCV 3 5 10 5 DCV 3 5 10 3 OMCV 3 3 0 3 DMCV 3 3 0 8/31 PD 2 1 6 Resistant: 0/15 Total: 8/31 8/31 ED 2 1 6 Resistant: 0/15 Total: 8/31 4 SPD 2.0 10 20 Phases: 3, 6, 9, 12 4 REC 4 1 0 Recover 1 BODY every 8 days 60 END 20 1/5 8 1⁄3: 201⁄2: 302⁄3: 401: 60 20 BODY 10 1 10 1⁄3: 71⁄2: 102⁄3: 131: 20 60 STUN 20 1/2 20 1⁄3: 201⁄2: 302⁄3: 401: 60 12m Run 12 m 1 0 Total: 12m END [1] 4m Swim 4 m 1/2 0 Total: 4m END [1] 4m Leap 4 m 1/2 0 Total: 4m (4m forward, 2m upward) 125 Total Characteristics Cost Attacks OCV 5 DCV 5 OMCV 3 DMCV 3 DAR 16-/16- EAR 14-/14- Combat Skill Levels +3 with HTH Combat Attack Effect Range END Defenses Type Physical Energy Mental Power Normal 8/31 8/31 0 10 Resistant 0/15 0/15 — — Defense Effect END Resistant Protection 0 Senses PER Roll: 12- Sense Effect END Movement Combat Move Non-Combat Move Type Segment Phase Turn Segment Phase Turn Running 4m 12m 48m 8m 24m 96m Swimming 1m 4m 16m 3m 8m 32m Leaping 1m 4m 16m 3m 8m 32m Flight 4m 12m 48m 16m 48m 192m Movement Effect END 12m Flight 0 Complications Complication Points Total Complication Points 0 Combat Maneuvers Skills, Perks, and Talents Points Name Roll 3 Acrobatics 12- 12- 3 Breakfall 12- 12- 3 Climbing 12- 12- 3 Concealment 12- 12- 3 Contortionist 12- 12- 3 Deduction 12- 12- 3 KS 12- 12- 3 KS 12- 12- 3 Mimicry 12- 12- 3 Paramedics 12- 12- 3 Persuasion 12- 12- 0 PS 11- 11- 3 Shadowing 12- 12- 3 Stealth 12- 12- 3 Teamwork 12- 12- 3 Power: Body Control 11- 11- 10 Defense Maneuver I-IV 10 Rapid Attack 24 +3 with HTH Combat 3 Ambidexterity (no Off Hand penalty) 4 Double Jointed 6 +2/+2d6 Striking Appearance (vs. all characters) 102 Total Cost Powers Points Power Range END 60 Resistant Protection (15 PD/15 ED/10 Power Defense), Hardened (+1/4), Impenetrable (+1/4) (90 Active Points); Nonpersistent (-1/4), Only In Alternate Identity (-1/4) 0 20 Flight 12m, x4 Noncombat, Reduced Endurance (0 END; +1/2) (25 Active Points); Only In Alternate Identity (-1/4) 0 60 Body Control: Multipower, 75-point reserve, (75 Active Points); all slots Only In Alternate Identity (-1/4) 3f 1) Density Increase (25,600 kg mass, +40 STR, +8 PD/ED, -16m KB), Reduced Endurance (0 END; +1/2) (48 Active Points); Lockout (Desolidification, Growth; -1/2), Only In Alternate Identity (-1/4) 0 3f 2) Desolidification (affected by Electrical / Magic), Reduced Endurance (0 END; +1/2) (60 Active Points); Lockout (Density Increase and Growth; -1/2), Only In Alternate Identity (-1/4) 0 4f 3) Growth (+30 STR, +10 CON, +10 PRE, +6 PD, +6 ED, +6 BODY, +12 STUN, +3m Reach, +24m Running, -12m KB, 801-6,400 kg, +4 to OCV to hit, +4 to PER Rolls to perceive character, 5-8m tall, 3-4m wide), Reduced Endurance (0 END; +1/2) (75 Active Points); Lockout (Density Increase, Desolidification) (-1/2), Only In Alternate Identity (-1/4) 0 5f 4) Invisibility to Sight, Hearing and Touch Groups and Radar , No Fringe, Reduced Endurance (0 END; +1/2) (67 Active Points); Only In Alternate Identity (-1/4) 0 5f 5) Shape Shift (Sight, Hearing and Touch Groups, any shape), Imitation, Makeover, Reduced Endurance (0 END; +1/2) (64 Active Points); Only In Alternate Identity (-1/4) 0 6f 6) Shrinking (0.0078 m tall, 5.96E-6 kg mass, -16 PER Rolls to perceive character, +16 DCV, takes +48m KB), Reduced Endurance (0 END; +1/2) (72 Active Points); Only In Alternate Identity (-1/4) 0 4f 7) Stretching 20m, x4 body dimension, x4 Noncombat, Reduced Endurance (0 END; +1/2) (52 Active Points); Only In Alternate Identity (-1/4) 0 170 Total Power Cost
  7. Yes. I use VPP's exclusively for spellcasters, unless it is a character that "just knows a few tricks." I have no reason to "not use frameworks" as I do use them; if you meant to say "what is your reason to use or not use" then: I use VPP's because I prefer magic to be open-ended, allow for player creativity, etc. I want magic as "shaping reality by force of will" and thus the inherent versatility of VPP's is the only way to go.
  8. Depends on who writes the script, basically. Anyone can defeat Supes, with some Kryptonite, which is apparently common enough.
  9. My work-in-progress system takes that into account: Basically, all costs and time to build and skill roll penalties are determined by AP vs. RP calculation. Now, I could be missing some glaring problem there, naturally.
  10. And latest re-working. ----- Hardcase Characteristics Val Char Base Cost Pts Roll Notes 30/60 STR 10 1 10 15- / 21- Lift: 1600.0kg/102.4tons; HTH Damage 6d6/12d6 END [3/9] 13 DEX 10 2 6 12- Initiative: 13 23 CON 10 1 8 14- Stun Threshold: 18 15 INT 10 1 0 12- PER Roll 12-/14- 13 EGO 10 1 3 12- 8/18 PRE 10 1 2 11 / 13- PRE Attack: 1 1/2d6 / 3 1/2d6 5 OCV 3 5 10 5 DCV 3 5 10 3 OMCV 3 3 0 3 DMCV 3 3 0 25 PD 2 1 6 Resistant: 15 / Total: 25 25 ED 2 1 6 Resistant: 15 / Total: 25 4 SPD 2.0 10 20 Phases: 3, 6, 9, 12 10 REC 4 1 6 Recover 1 BODY every 3 days 35 END 20 1/5 3 15 BODY 10 1 5 40 STUN 20 1/2 10 20m Run 12 m 1 2 Total: 20m, END 2 2m Swim 4 m 1/2 -1 Total: 2m, END 1 10m Leap 4 m 1/2 0 Total: 10m, (10m forward, 5m upward), END 1 102 Total Characteristics Cost Attacks OCV 5 DCV 5 OMCV 3 DMCV 3 DAR 16-/16- EAR 14-/14- Combat Skill Levels +2 with All Attacks +1 with All Attacks (10 Active Points); Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) +1 Overall (12 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Limited Power Power loses about a fourth of its effectiveness (Not for PRE-based Skills; -1/4), Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) Attack Effect Range END Cybernetic Endoskeleton 10 STR 1 Combat Algorhythms Combat Skill Levels Arm Cannon – Kinetic Blast 10d6 Blast 500m 5 Arm Cannon – Full Power 3d61 Killing Attack – Ranged 500m 5 Kinetic Autocannon 2 1/2d6 Killing Attack – Ranged 400m 5 Wrist Blaster – Electrical Beam 10d6 Blast 500m 5 Wrist Blaster – Electrical Bolts 8d6 Blast 400m 5 Myomer Overcharge STR 6 Retractable Blade 1d6+1 (3d6+1 / 5d6+1 w/STR) Killing Attack – Hand-To-Hand 2 Electrified Blades 2d6 Killing Attack – Hand-To-Hand 3 Defenses Type Physical Energy Mental Power Normal 25 25 5 0 Resistant 15 15 — — Defense Effect END Cybernetic Endoskeleton PD Cybernetic Endoskeleton ED Cybernetic Endoskeleton Knockback Resistance 0 Subdermal Regenerative Armor Plating Resistant Protection 0 Cybernetic Subroutines Mental Defense 0 Senses PER Roll: 12-/14- Sense Effect END Internal Radio High Range Radio Perception 0 Cybernetic Sensory Filtering Enhanced Perception 0 Cybernetic Eyes – IR Mode Infrared Perception 0 Cybernetic Eyes – Ambient Light Amplification Nightvision 0 Cybernetic Eyes – Digital Enhanced Zoom Telescopic 0 Movement Combat Move / Non-Combat Move Type Segment Phase Turn / Segment Phase Turn Running 7m 20m 80m / 13m 40m 160m Swim 1m 2m 8m / 1m 4m 16m Leaping 3m 10m 40m / 7m 20m 80m Movement Effect END Myomer Muscular Augmentation Leaping 1 Myomer Muscular Augmentation Running 1 Combat ManeuversManeuver Phase OCV DCV Effect Counterstrike 1/2 +2 +2 8d6 / 14d6 Strike, Must Follow Block Martial Block 1/2 +2 +2 Block, Abort Martial Dodge 1/2 — +5 Dodge, Affects All Attacks, Abort Martial Strike 1/2 +0 +2 8d6 / 14d6 Strike Martial Throw 1/2 +0 +1 6d6 / 12d6 +v/10, Target Falls Skills, Perks, and Talents Points Name Roll 3 Breakfall 12- 12- 1 Bureaucratics 8- 8- 3 Climbing 12- 12- 1 Computer Programming 8- 8- 3 Concealment 12- 12- 0 Deduction 8- 8- 3 Electronics 12- 12- 2 KS: Military Operations 11- 11- 2 KS: PRIMUS / UNTIL 11- 11- 1 Paramedics 8- 8- 2 PS: Soldier 11- 11- 3 Security Systems 12- 12- 3 Shadowing 12- 12- 3 Stealth 12- 12- 3 Streetwise 11- (13-) 11- (13-) 3 Survival 12- 12- 1 Systems Operation 8- 8- 3 Tactics 12- 12- 3 Teamwork 12- 12- 3 Tracking 12- 12- 3 TF: Common Motorized Ground Vehicles, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles 6 WF: Common Melee Weapons, Common Missile Weapons, Small Arms 3 Combat Driving 12- 12- 3 Combat Piloting 12- 12- 5 Rapid Autofire 20 +2 with All Attacks 3 Anonymity 7 Motorcycle: Vehicles & Bases 12 “Unknown”: Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (12 Active Points) 11- Points allocated for future use. For now, Hardcase has a network of people he has come into contact with while working up a fake identity and trying to figure out what has happened to him – mostly working through veteran support groups and the like. 11- 108 Total Cost Powers Points Power Range END Commando Training 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 8d6 Strike, Must Follow Block 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 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls Cybernetic Enhancements8 Cybernetic Endoskeleton: +10 STR (10 Active Points); “Density Increase” (-1/4) 1 2 Cybernetic Endoskeleton: +2 PD; “Density Increase” (-1/4) 2 Cybernetic Endoskeleton: +2 ED; “Density Increase” (-1/4) 3 Cybernetic Endoskeleton: Knockback Resistance -4m (4 Active Points); “Density Increase” (-1/4) 0 4 Cybernetic Fortitude: +5 CON (5 Active Points); “Density Increase” (-1/4) 20 Subdermal Regenerative Armor Plating: Resistant Protection (15 PD/15 ED) (45 Active Points); “Always On Density Increase” (-3/4), Ablative BODY Only (-1/2) 0 3 Myomer Muscular Augmentation: Leaping +6m (10m forward, 5m upward) 1 6 Myomer Muscular Augmentation: Running +6m (20m total) 1 5 Cybernetic Subroutines: Mental Defense (5 points total) Notes: Hardcase counts as both a “Computer” and “Human” class of minds; this Mental Defense reflects that any mental powers affecting only the Human class of minds is “resisted” by the computer half of his mind, and vice-versa. This Mental Defense does not apply to any mental powers capable of targeting both Human and Computer/Machine classes of minds. 0 Cybernetic Neural Network, all slots Requires A Roll (Computer Programming Skill roll; -1/2), Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4)2 Cybernetic Memory: Eidetic Memory (5 Active Points); Requires A Roll (Computer Programming Skill roll; -1/2), Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) 5 Internal Radio: High Range Radio Perception (Radio Group) (12 Active Points); Requires A Roll (Computer Programming Skill roll; -1/2), Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) 0 1 Cybernetic Coprocessor: Lightning Calculator (3 Active Points); Requires A Roll (Computer Programming Skill roll; -1/2), Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) 3 Cybernetic Coprocessor: Speed Reading (x100) (6 Active Points); Requires A Roll (Computer Programming Skill roll; -1/2), Unified Power (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) Cybernetic HUD, all slots Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4)3 Cybernetic Coprocessor: +5 INT (5 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) 4 Cybernetic Sensory Filtering: +2 PER with Sight Group and Hearing Group (8 Active Points); Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 0 3 Cybernetic Eyes – IR Mode: Infrared Perception (Sight Group) (5 Active Points); Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 0 3 Cybernetic Eyes – Ambient Light Amplification: Nightvision (5 Active Points); Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 0 6 Combat Algorhythms: +1 with All Attacks (10 Active Points); Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 6 Cybernetic Subroutines: +1 Overall (12 Active Points); Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4), Limited Power Power loses about a fourth of its effectiveness (Not for PRE-based Skills; -1/4), Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4) 3 Cybernetic Eyes – Digital Enhanced Zoom: +3 versus Range Modifier for Sight Group (6 Active Points); Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 0 5 HUD Targeting Reticule System: +3 to offset Range OCV modifier with all attacks (9 Active Points); Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 2 HUD Rangefinder: Absolute Range Sense (3 Active Points); Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 2 HUD Chronometer: Absolute Time Sense (3 Active Points); Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) 2 HUD Navigation System: Bump Of Direction (3 Active Points); Unified Power (-1/4), Conditional Power Power Does Not Work In Intense Magnetic Fields (-1/4), Restrainable (EMP) (Only by means other than Grabs and Entangles; -1/4) Mutant Abilities9 Minor Healing Factor: Regeneration (1 BODY per 6 Hours), Can Heal Limbs, Inherent (1/4) (14 Active Points); Limited Regeneration (May require medical assistance) (-1/2) Notes: Some injuries may require medical assistance – broken bones have to be properly set, etc. In addition, while all cybernetic systems are themselves self-repairing, some damage may require assistance from a character with skills in repairing high-tech computer or robotic systems. 0 11 Fortitude: Life Support (Extended Breathing: 1 END per 5 Minutes; Immunity Viral Infections; Immunity: Bacterial Infections; Longevity: 200 Years) 0 2 Energy Manipulation: Absorption 2 BODY (energy, 1/2 END & 1/2 STUN), Absorption as Healing (0) 0 2 Energy Manipulation: Absorption 2 BODY (physical, 1/2 END & 1/2 STUN), Absorption as Healing (+0) 0 5 Fearless: +10 PRE (10 Active Points); Only for resisting PRE Attacks or the like (-1) 25 Offensive Systems: Multipower, 50-point reserve, (50 Active Points); all slots OIF (-1/2), Restrainable (EMP) (-1/2) 2f Arm Cannon – Kinetic Blast: Blast 10d6 (50 Active Points); OIF (-1/2), Restrainable (EMP) (-1/2) Notes: Right Hand emitter. 500m 5 2f Arm Cannon – Full Power: Killing Attack – Ranged 3d6+1 (50 Active Points); OIF (-1/2), Restrainable (EMP) (-1/2) Notes: Right Hand emitter. 500m 5 2f Kinetic Autocannon: Killing Attack – Ranged 2 1/2d6, Autofire (3 shots; 1/4) (50 Active Points); OIF (-1/2), Restrainable (EMP) (-1/2), Beam (-1/4) Notes: Right Hand emitter. 400m 5 2f Wrist Blaster – Electrical Beam: Blast 10d6 (50 Active Points); DifMod: OAF (-1/2), OIF (-1/2), Restrainable (EMP) (-1/2) Notes: Left Wrist, retractable weapon. 500m 5 2f Wrist Blaster – Electrical Bolts: Blast 8d6, Autofire (3 shots; +1/4) (50 Active Points); DifMod: OAF (-1/2), OIF(-1/2), Restrainable (EMP) (-1/2) Notes: Left Wrist, retractable weapon. 400m 5 2v Myomer Overcharge: +30 STR (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Cannot Be Used With Any Martial Maneuver (-1/2), OIF (-1/2), Restrainable (EMP) (-1/2) 6 1f Retractable Blade: Killing Attack – Hand-To-Hand 1d61 (3d6+1 / 5d6+1 w/STR) (20 Active Points); OIF (-1/2), Restrainable (EMP) (-1/2) Notes: Left Wrist, retractable weapon. 2 1f Electrified Blades: Killing Attack – Hand-To-Hand 2d6 (30 Active Points); No STR Bonus (-1/2), DifMod: OAF(-1/2), Applies Separately (vs. ED) from Linked Attack (-1/2), Linked (to Retractable Blades) (-1/2), OIF (-1/2), Restrainable (EMP) (-1/2) 3 190 Total Power Cost ComplicationsComplication Points Distinctive Features: Cyborg (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Physical Complication: Cyborg (Infrequently; Barely Impairing) 5 Counts as both Human and Computer/Machine Class of Minds for the purpose of mental powers. Psychological Complication: Amnesia and Repressed Personality (Very Common; Moderate) 15 Psychological Complication: Cyborg – Cold and Mechanical, rarely Emotional (Very Common; Moderate) 15 Social Complication: Cyborg Very Frequently, Minor 15 Vulnerability: 2 x Effect EMP (Uncommon) 10 Total Complication Points 75 Point Breakdown Base: 400 Complications: 75 102 Characteristics 127 Skills 171 Powers Experience 0 Total 400 400 Total Bio: Note: Subject to change to fit campaign start / background; this is the general idea though Samuel Soledad was a special forces soldier in the 1970’s and 80’s, seeing action in nearly every major conflict of that era and earning multiple decorations. Eventually, it was determined he had some very minor mutant abilities – a limited healing factor, and a minor ability to absorb and re-direct kinetic or other forms of energy. He was volunteered to special task forces of both UNTIL and PRIMUS, and participated in the battles against Mechanon and his minions in the 1980’s, eventually being listed as Killed In Action. However, what had really occurred was that Mechanon – or someone with access to similar technology – captured Soledad and attempted to create an infiltrator, turning the man Samuel Soledad into the machine now known as Hardcase. Hardcase has only recently awakened, and has no memories of this time span – he remembers his life before his capture, vaguely, but nothing from the time of his capture until the time he woke up. Hardcase is now, mostly, laying low and trying to sort out what has happened to him. He has mostly survived by working with various charities for veterans, and even works with other troubled veterans where he can. He is also in contact with at least a handful of former colleagues who assist where they can. Personality and Motivation: Hardcase is a serious but good-humored soldier with a heart of gold and a commitment to defending those who cannot defend themselves. He is / was also a bit brash, having formerly relied on his mutant powers to bluster through any situation he encountered; a tactic he can do even better, now, being as resilient as he is. When “on task” his demeanor is almost inhumanly robotic and lacking in emotion or empathy; when relaxed he is more or less himself. This basically depends on if his cybernetic brain is doing most of the thinking at any given moment, and can change from moment to moment; often at inopportune times. Quote: “Objective Acquired; Engaging.” Alternately: “Sho’Nuff!” Appearance: Mid 30’s african american with a soldier’s physique. He is bald, 6’1" and appears 200 pounds or so but is actually closer to 800 pounds. Anyone closer than a few meters would notice his odd proportions, the corded musculature and outlines of subdermal implants and armor and such, thus when needing to blend in Hardcase wears full-coverage clothing and often a beanie cap. He always wears sunglasses to hide his terminator-like eyes, silver orbs with faintly glowing or backlit pupils. In the palm of his right hand is the emitter for the kinetic arm cannon, and on the left wrist is a prosthesis which houses the retractable blade, wrist blasters, and kinetic autocannon.
  11. I 100% agree, to an extent, but again... I had initially bought DI with Always On and am not sure why it is not acceptable (to some) to build a character using those some constructs used for toolkitting the DI / Growth powers to begin with. The limitation does not affect the power; the power gives me a limitation. I'm not cheezing it with 12 levels of DI always on; I'm adding 1 level of DI stats with the appropriate toolkitting; and to not do so costs me several very hard to come by points. Particularly for the armor (which, honestly, is not a part of DI but seems the part most applicable to "making me weigh more.") I just don't see another way to do it without either seriously gimping my brick abilities (lowering defenses) or losing some / a lot of the utility stuff I want. I could honestly replace the -1/4 limitation on everything but the Armor with another -1/4 limitation as fitting; but again, unified power doesn't seem to cut it, nobody likes the "Cybernetics" limitation (and can't say I blame them, I suppose.) I don't want every power to be shut off by EMP - just the extraneous stuff. The armor is the only power now with any significant limitation applied ("Always On Density Increase"; -1/4 Side Effect: Mass, -1/2 Always On, for -3/4 total.) It seems the only "right way" for Hardcase here is to have NO limitations on the DI slots, which seems unfair conceptually; if I were playing Mass-Man, I could have cheap brick stats... but playing Cyborg I cannot? Not taking offense or anything, just making conversation and pointing out that what is fair for one concept should be fair for another if nothing is breaking game mechanics. If I am missing how this breaks the game somehow, by all means, explain so I can learn and stop doing so. And, technically, how this would limit the powers is that if someone caused me to have less mass somehow - I'd not have access to those bonus stats. And that means I should not have it on the armor portion, at all, which again would make things massively more expensive and further nerf the build (and if the GM says that is the way it has to be, fair enough, just making the case for having a good concept here and wanting to get the most out of it, as we do.)
  12. Another option is to build it as a super-cheezy uncontrolled, continuous, cumulative, damage-over-time EGO drain monstrosity and a mind control, that can only be stopped by killing / knocking out the villain doing it. This gives you a long-term mind control and a target with 0 EGO to refuse it, and a nice convenient beat-up-the-bad-guy cure for it.
  13. In regards to new vs. same-old-same-old: Both have an appeal. My recommendation would be to make the setting unique, while having options to drop in your favorite races. The "problem" with going unique is, well, unique is hard. I went for "unique" with my setting and ended up with half my players saying "Oh, so this is like Warhammer!" and the other half saying "Really? Cat people?" And in regards to pre-gen characters: This is becoming a much less popular option these days. I would recommend any HERO Games modules have either a *plethora* of pre-gen characters to choose from, modeled after as many fantasy heroes as we can think of, or it instead have kind of "mix and match" options to do a quick-build character. I would prefer the latter, myself.
  14. Thanks! Will try that. Will HeroCentral accept some of the cooler HTML formats, like Killer Shrike's Blue and Gold with Collapsible tabs one?
  15. Well, that's up to the GM, for sure, but how you build the summon could effect that. Just make them slavishly loyal if you go that route. I think I'd go with summon over follower; for that reason alone, and you'd have to include some way of it representing that he couldn't use the summoned deal while also using the limbs himself, naturally. (Lockout?)
  16. Eh, I'm thinking more "If you chose X for your Magic System, then it would imply Y to your Item Creation" type formatting. In other words, I think if this is going to be written up in some fashion, it should flow directly from the already written guidelines on creating a magic system.
  17. I will say that my preference would be for any mention of toolkitting to be in the same location as the basic power description, and for it to be very minimal. HERO GM's can use the other core books for further detail; but the information should be in the "Open Box, Play" version, listed with the basic rules entry, in a very streamlined way that doesn't take up much page space. A little colored-background addendum to each spell, power, talent, feat, whatever.
  18. I think Nusoard nailed most of the things to consider; I think the first step would be outlining the linkage between "Creating a Magic System" and "Creating a System for Creating Magic Items." The latter should, by nature, follow from the former; if your Magic System is "Magic is a resource" or whatever, your item creation system should reflect that; how your magic system works should provide input into how creating magic items work.
  19. Good point; was just a quick and dirty answer and didn't make the connection that the two would be redundant.
  20. And my HD does not even *have* that template. Off to the downloads?
  21. I'd build them as Extra Limbs, Stretching, Naked Advantage AoE and Ranged on base STR, and then some simulated powers (AoE HTH attack, Autofire HTH attack, clinging, etc.) in a MP linked to the Extra Limbs.
  22. I would further recommend that racial packages do not all necessarily need to be even. Having your points to spend the way you want to spend them is the "benefit" of being a human. Elves get their elven shtick, but have fewer points to devote to everything else. It is HERO's natural system of "Level Adjustment." Just a thought.
  23. Again, I just don't like having a STR drain shut down my armor. The only limitation I want on the powers is that EMP can shut them off. I'm going off the "toolkitting" build of Density Increase, which bundles all the powers and applies a -1/4 "side effects" of increased mass. The side effects limitation of the official growth / DI toolkitting is that the powers *apply* a complication of "increased mass." Since I'm not using the Costs END or the other implied limitations of Density Increase, I'm only keeping the -1/4 side effects on these powers (again, specifically to try and build "Always On Density Increase.") On his cybernetics: His skeleton has been entirely augmented, as has his musculature. His bones have metal woven into them, etc. He is more metal than meat, really. That is explained in the notes, a bit: But the basic intent is that his healing factor is NOT wolverine or deadpool level. If he breaks his arm, and it isn't set properly, the bone will heal wrong or bent. If someone doesn't shove the cybernetics back under his skin, it might heal in a way that it causes scarring or lumps or whatnot. It isn't so much "needs medical attention" as it is "imperfect healing." This is, as you point out, by design: Hardcase was created to be an infiltrator and assassin; he has killing attacks. He doesn't use them, but for on robots or inanimate objects or the like, but they are there. It's the terminator (on steroids and PCP) turned good guy He might eventually learn to self-modify and change out most of the KA's for less lethal stuff. Can't find an export template that is 6E output and pastes to forums and such. Any help appreciated. OCV/DCV 5, +3 total CSL's (and another +1 if you count the Overall? I forget if 6E Overall Skill Levels are usable as CSL's, or if that is only for Dive for Cover?) Do it as a 1 point vehicle then? As he has no real "travel power" I wanted to ensure he had a motorcycle or something. Well, that is the only reason for adding "can't be used with MA" to the STR. I like having it visible; Hardcase can and will hit 60 STR when needed, and I would have no problem explaining it to the GM if it did come across that way. I designed it to ensure I could not do Brick + Martial Artist; though he can hit 16d6 on a Haymaker... I'll try that; is there a version with background fields perchance?
  24. In 6E, OIAID is -1/4. HD lets you change the value of the limitation, but the 6E book does not show any different "levels" of OIAID.
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