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Weldun

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Posts posted by Weldun

  1. Re: Nightwalker

     

    EDIT: This character has since been revised. Previous version left posted for comparison.

     

     

    [b]Nightwalker - Joshua Walks-by-Night[/b]
    
    [b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
    15    STR     5   15      12-       HTH Damage 3d6  END [1]
    18    DEX     24   18      13-       OCV 6 DCV 6
    15    CON     10   15/20      12- / 13-
    15    BODY    10   15      12-
    13    INT     3   13      12-       PER Roll 12-
    18    EGO     16   18      13-       ECV: 6
    13    PRE     3   13      12-       PRE Attack: 2 1/2d6
    13    COM     2   13      12-
    4    PD      1   4/23             4/23 PD (0/19 rPD)
    4    ED      1   4/21             4/21 ED (0/17 rED)
    5    SPD     12   5                 Phases:  3, 5, 8, 10, 12
    6    REC     0   6
    30    END     0   30
    50    STUN    4   50
    6    RUN      0   6"                END [1]
    2    SWIM     0   2"                END [1]
    3    LEAP     0   3"                3" forward, 1 1/2" upward
    
    [b]CHA Cost: 91[/b]
    
    [b][u]Cost[/u]   [u]POWERS[/u][/b]
    12     [b][i]Headware Radio/Cellphone and Image Link[/i][/b]: High Range Radio Perception (Radio Group) - END=0
    15     [b][i]Synaptic Accelerator[/i][/b]: (Total: 15 Active Cost, 15 Real Cost) Lightning Reflexes: +3 DEX to act first with All Actions (Real Cost: 4) [b]plus[/b] +1 SPD (Real Cost: 10) - END=0
    22     [b][i]Tauma Damper[/i][/b]: (Total: 25 Active Cost, 22 Real Cost) +5 CON (10 Active Points); No Figured Characteristics (-1/2) (Real Cost: 7) [b]plus[/b] +15 STUN (Real Cost: 15) - END=0
          - END=
    43     [b][i]Summoning Magics[/i][/b]: Multipower, 75-point reserve,  (75 Active Points); all slots Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
    3u     1)  [b][i]Spirit Summoning[/i][/b]: Summon 300-point Nature Spirit, Expanded Class of Beings Very Limited Group (+1/4) (75 Active Points); Requires A Conjuring Roll  (-1/2), Summoned Being Must "Inhabit" Locale (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=7
    3u     2)  [b][i]Control Spirit[/i][/b]: Mind Control 12d6 (Summoned class of minds), Telepathic (+1/4) (75 Active Points); Limited Class Of Minds [subset of a class] (Nature Spirits; -1/2), Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=7
    3u     3)  [b][i]Banishment[/i][/b]: Dispel Summon 25d6 (75 Active Points); Only vs. Spirits, Elementals and other such creatures (-1/2), Requires A Conjuring Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=7
    9     [b][i]Astral Perception[/i][/b]: Detect Aura/Astral Entity  and Physical Objects 12- (Sight Group), Discriminatory, Analyze (20 Active Points); Lockout (Normal Sight; -1/2), Side Effects (-2 To Attack/Skill Rolls Involving Physical World; -1/4), Extra Time (Full Phase, Only to Activate, -1/4), Limited Power (Limited Discriminatory Sensing of Physical World; -1/4) - END=0
    12     [b][i]Astral Projection[/i][/b]: Extra-Dimensional Movement (Astral Space/Metaplanes, Location as corresponds to real-world loacation.), Reduced Endurance (0 END; +1/2) (37 Active Points); Meat Body (character's body remains in the real world, cannot move, percieve, or act, and damage to either the astral form [in astral space/the metaplanes] or the real body [in the real world] can hurt or kill the character; -1), Self Only (-1/2), May Only Take Bound Magical Items (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) - END=0
    11     [b][i]Sorcery[/i][/b]: Elemental Control, 40-point powers,  (20 Active Points); all slots Requires A Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=
    9     1)  [b][i]Power Bolt[/i][/b]: Killing Attack - Ranged 2d6, No Range Modifier (+1/2) (45 Active Points); Requires A Sorcery Roll  (-1/2), Increased Endurance Cost (x2 END; -1/2), Spell (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=8
    9     2)  [b][i]Stun Bolt[/i][/b]: Ego Attack 4d6 (40 Active Points); Spell (-1/2), Requires A Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=4
    11     3)  [b][i]Personal Armor[/i][/b]: Force Field (16 PD/16 ED), Costs END Only To Activate (+1/4) (40 Active Points); Requires A Sorcery Roll  (-1/2), Extra Time (Full Phase, Only to Activate, -1/4) - END=3
    5     4)  [b][i]Heal[/i][/b]: Healing BODY 4d6 (40 Active Points); Extra Time (1 Minute, -1 1/2), Requires A Sorcery Roll  (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (3d6 STUN Damage; -1/2), Concentration (1/2 DCV; -1/4) - END=4
          - END=
    15     [b][i]Magesword[/i][/b]: (Total: 40 Active Cost, 15 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Affects Desolidified One Special Effect of Desolidification (Spirits/Astral Forms; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (Sword; -1), STR Minimum (12; -1/2), Real Weapon (-1/4) (Real Cost: 13) [b]plus[/b] +1 OCV (5 Active Points); OAF (Sword; -1), Real Weapon (-1/4) (Real Cost: 2) - END=0
    3     [b][i]Form-Fitting Body Armor[/i][/b]: Armor (3 PD/1 ED) (6 Active Points); Activation Roll 12- (-3/4), IIF (-1/4), Real Armor (-1/4) - END=0
    
    [b]POWERS Cost: 185[/b]
    
    
    [b][u]Cost[/u]   [u]SKILLS[/u][/b]
    9      Power:  Conjuring (PRE) 15-
    3      Power:  Sorcery (EGO) 13-
    3      Analyze:  Aura 12-
    12      +4 with Conjuring, Sorcery and Analyze Aura
    
    2      Animal Handler (Canines) 12-
    3      Combat Driving 13-
    1      Computer Programming 8-
    3      Scholar
    1      1)  KS: Arcane and Occult Lore 11-
    1      2)  KS: Shamanism 11-
    1      3)  KS: Thaumaturgy 11-
    0      Language:  English (idiomatic; literate)
    4      Language:  Séliš (fluent conversation; literate)
    3      Mechanics 12-
    3      Paramedics 12-
    3      Stealth 13-
    3      Streetwise 12-
    3      Tracking 12-
    0      TF:  One-Wheeled Muscle-Powered Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles
    3      WF:  Small Arms, Blades, Clubs, Fist-Loads, Unarmed Combat
    
    [b]SKILLS Cost: 61[/b]
    
    [b][u]Cost[/u]   [u]PERKS[/u][/b]
    8      Contact:  Wolf (Very Good relationship with Contact), Spirit Contact (x2) (8 Active Points) 11-
    3      Anonymity
    1      False Identity
    2      Reputation:  Champion of the Underdog (A small to medium sized group [Millennium City Homeless]) 14-, +2/+2d6
    
    [b]PERKS Cost: 14[/b]
    
    [b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
    20     Normal Characteristic Maxima
    5     Distinctive Features:  Cybernetic/Biological Implants (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    10     Distinctive Features:  Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    5     Dependent NPC:  Sarah Sharpe, volunteer worker at the local homeless shelter. 8- (Normal; Useful Noncombat Position or Skills)
    25     Enraged:  When character takes BODY or is Stunned (Common), go 14-, recover 11-
    15     Hunted:  Local Mob 11- (As Pow, NCI, Limited Geographical Area, Harshly Punish)
    5     Money:  Poor
    5     Physical Limitation:  Unfamiliar with this Earth's customs and technology (Infrequently, Slightly Impairing)
    10     Psychological Limitation:  Casual Killer (Common, Moderate)
    10     Psychological Limitation:  Champion of the Downtrodden. (Common, Moderate)
    15     Psychological Limitation:  Distrustfull of Large Corporations and Government (Very Common, Moderate)
    15     Psychological Limitation:  Vengefull (Very Common, Moderate)
    10     Unluck: 2d6
    
    [b]DISADVANTAGES Points: 150[/b]
    
    Base Pts: 200
    Exp Required: 0
    Total Exp Available: 0
    Exp Unspent: 0
    Total Character Cost: 350
    
    
    
    

     

  2. Re: Marvel galaxies

     

    :nonp: early in the fight' date=' the Korg magicians launch attacks while protected by arrow slits. then Hercules does shockwave. so later when [u']High Evo[/u] wonders if the wall is still protecting the villains, Kisa pipes up with what wall?!?
    I'm sorry, but for some reason I read that as "High Emo"?:joint:
  3. Re: Elemental benders (Avatar)

     

    Speaking as a GM' date=' if the character's powers were limited to "Natural Stone/Rock/Earth" I'd access a limitation of -1/2 to 3/4th for a modern setting . the higher limitation if they couldn't manipulate through other material If it was any stone or similar material (like concrete and blacktop) -1/4 would be as high as I'd go.[/quote']Yeah, what we've been trying to say, only Nexus actually get's to the heart of the matter while we waffle on uselessly.:o

     

    Must spread rep, yadda yadda.

  4. Re: A DC Animated-style HeroMachine

     

    Okay, back to what we were doing before....

     

    I just put this picture together. This guy has no name and no history, I don't know what his powers are, and so on. For this moment, he's just a picture.

     

    RWB_01FH.png

     

    Any ideas?

    Other than the fact that he looks like a drum-major in the Gay and Lesbian Mardi-Gras?
  5. Re: Hancock's STR

     

    He threw the kid up and out of sight' date=' and it took said kid... what? 20-30 seconds to return? Still, 90 STR works fine for that. His two strongest stunts are the train and the whale. And we can use 1" of Megascale to get the whale toss.[/quote']You don't even need that, if you use the tables in Ultimate Brick. I'm just saying.
  6. Re: Hancock's STR

     

    So, given that a STR of 90 would deal with the train, we go back to the OP. Why not 120? Did he do anything else that might need 120? The realistic throwing table means that he could throw the kid about 20 billion inches, with all that the chart assumes. (1 second application, 45° angle, no atmospheric friction.) So again, STR 90 more than enough, there.

  7. Re: Hancock's STR

     

    I also got the impression that he had the Casual Effectiveness power from pg 54 of Ultimate Brick.

    +40 STR (40 Active Points); Only For Determining Casual STR (-1½). Total cost: 16 points.
    That would account for the whale.
  8. Re: Hancock's STR

     

    Okay, we call it STR 85 (for a lift of 6.4 ktons). Thats still only 25d6, which averages to 18" of knockback. A STR of 90 is needed to resist that, not including any flight, so maybe your ballpark isn't so far off of the mark, after all?

  9. Re: Hancock's STR

     

    If you presume a gray whale to be 36 tons (lets round up to 40 for ease of math)' date=' it takes 53 STR to get it to your ankles. 58 to your waist and 63 STR over your head. Using the TUB chart, 65 sounds good as a minimum STR for Hancock. Stopping the train takes some doing, though. As I said, that's something like 3,000-4,000 tons for a fully-loaded train.[/quote']Game effect however is the train performing a move-through and failing to do any knockback. While it may not look it, initially, Hancock could be seen to be bracing against the impending knockback, but like with so much that he does, the SFX makes it look casual.
  10. Re: What happens when a new GM doesn't understand game balance

     

    I remember the first time I ran a game ever. It was DND 3.5 and I was touring the PC's through a world that I had made up. Unfortunately there was regular character deaths. Initially it was due to not quite getting the CL correct (having a PC roasted on the first turn by a Pyrohydra was not what I intended)' date=' which was partly due to a quote that floated around the table: "a monster of a given challenge is designed so that it will take 25% of the parties resources - including hit points". But later it was due do the lethality of players rolling really low on the save or die effects (namely 1's on a d20). Strangely enough when that was happening a bit too frequently I tried to veer away from instant kill effects.[/quote']You know me. If I have to roll anything but a one or my character is dead, I will roll a one.:o My Half-Orc to a Bodak and my Half-Ogre to a cloud kill. Hmm, maybe it was that I played a human next. My humans tend to last reasonably well. No, no. Weldûn. 'Nuff said.
  11. Re: The Stranger

     

    Combat-wise, perhaps thing relating to a person's place in a crowd. DEX reductions, maybe even Images to create crowd scenes. It's just that I've got to play alongside this guy, and it would be nice if he could contribute to a fight in some way. Also, have you thought of some parcour, maybe? I'm loving the concept, but in the end, we will get into fights.

  12. Re: Lunar Wolf

     

    AD&D' date=' Shadowrun, and now Werewolf the Apocalypse.... what next, Amber? :D[/quote']Actually, this is a more generic werewolf, where the condition is a curse, not a blessing. Besides, it's not called "The Ultimate Gamer's Tool Kit" for nothing.;)
    *yoink* like the idea
    Remember that this is an alternate to Nightwalker for your Shadows into Light campaign, as Hagadorn has expressed a valid concern over Nightwalker's beserk.
  13. Re: High STR + HKAs, thoughts

     

    Thinking on it further, I wouldn't allow it. Simply because it's the "I take out the big one" power. Sometimes you want that nigh-unstoppable juggernaught, but with this power in play, you have to take it into account, and if the other characters don't have anything approaching it, then they'll feel superfluous in such situations. I'm not saying that it's not balanced. Say you send Ripper and two full six-teams? Well, then he'll be reluctant to use it, because doing so would leave him vulnerable to the six-team heavies. But, all things said and done, the power severely limits a GM's options when establishing threat levels.

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