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JohnnyAppleseed098

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Posts posted by JohnnyAppleseed098

  1. Kael'thas Sunstrider


     


    Characteristics:


     


    STR: 23 (13 Point Cost) 4.5d6 


    DEX: 18 (16 Point Cost)


    CON: 18 (8 Point Cost)


    INT: 33 (23 Point Cost)


    EGO: 28 (18 Point Cost)


    PRE: 20 (10 Point Cost) 4d6 PRE Attack


    OCV: 7 (20 Point Cost)


    DCV: 7 (20 Point Cost)


    OMCV: 5 (6 Point Cost)


    DMCV: 5 (6 Point Cost)


    SPEED: 4 (20 Point Cost)


    PD: 3 (1 Point Cost) 11/14 PD (8/11 rPD)


    ED: 4 (2 Point Cost) 10/23 ED (6/19 rED)


    REC: 8 (4 Point Cost)


    END:  150 (26 Point Cost)


    BODY: 25 (15 Point Cost)


    STUN: 60 (20 Point Cost)


     


    Characteristics Total: 228


     


    Skills: 


     


    Power: Magic 19- (9 Point Cost)


    Conversation 13- (3 Point Cost)


    Deduction 16- (3 Point Cost)


    Teamwork 13- (3 Point Cost)


    Tactics 16- (3 Point Cost)


    +6 With Magic (30 Point Cost)


     


    Skills Total Cost: 51


     


    Perks:


     


    Fringe Benefit: Prince (10 Point Cost)


     


    Perks Total Cost: 10


     


    Talents: 


     


    Combat Luck (3 PD/3 ED) (6 Point Cost)


    Lightsleep (3 Point Cost)


     


    Talents Total Cost: 9


     


    Powers: 


     


    Felo'melorn: Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 APs); OAF (-1) (22 Point Cost)


     


    Magic Robe: Resistant Protection: 6 PD/4 ED plus Resistant Protection 6 ED (9 APs) Only Works Against Magic (-1/2) (21 Point Cost)


     


    Nightvision with Discriminatory, Analyze, and Tracking. (20 Point Cost)


     


    Elf Ears and Eyes: +7 with PER Roll (14 APs) Only for Sight and Hearing PER Rolls (-3/4) (8 Point Cost)


     


    Magic Deflection: Deflection, No Range Modifier (+1/2) (30 APs) OAF (-1) Gestures (-1/4) Requires a Magic Roll (-1 per 20 Active Points; -1/4) (12 Point Cost)


     


    Magic: Multipower 70 Point Reserve (70 APs) All Slots OAF (-1) Gestures (-1/4) Requires a Magic Roll (-1 per 20 Active Points; -1/4) (28 Point Cost)


     


    Fireball: Blast 14d6 (70 APs) Common Modifiers (-1 1/2) (3f Point Cost)


    Gravity Lapse: Change Environment: Stunning, AoE (8 Meter Radius; +1/2) No Range Modifier (+1/2) (60 APs) Common Modifiers (-1 1/2) (2f Point Cost)


    Flame Shield: Ranged Killing Attack 2.5d6 Constant (+1/2) AoE (2 Meter Surface; +1/4) (70 APs) No Range (-1/2) Common Modifiers (-1 1/2) (2f Point Cost)


    Fire Bomb: Ranged Killing Attack 2.5d6 AoE (4 Meter Radius; +1/4) Indirect (Source Point can vary from use to use, path is from Source Point to target; +1/2) (70 APs) Common Modifiers (-1 1/2) (3f Point Cost) 


    Fiery Hand: +10d6 HTH Attack (50 APs) Common Modifiers (-1 1/2) (2f Point Cost) 


     


    Powers Total Cost: 123


     


    Total Cost: 400


     


    Complications: 


     


    Distinctive Features:  Blood Elf Features (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive Among Blood Elves.) 5 COMP


    Dependence:  Mana Takes 2d6 Damage (Common; Addiction; Addiction) 30 COMP


    Psychological Complication:  Addicted to Mana (Common; Total) 20 COMP


    Rivalry:  Romantic (With Arthas Becuase He "Stole" Jaina From Him; Rival is Significantly More Powerful; Kill Rival; Rival Aware of Rivalry) 20 COMP


     


    Total Complications: 75 


  2. I do see your point with a VPP, but I guess it is more taste for deciding between MP and VPP. 

     

    For Arthas I tried to represent the fact that he is scary by putting a Pos Rep on him. I guess it needs more? 

     

    I totally forgot that Tirion broke Frostmourne (Luckily it doesn't change the cost). 

     

    I was working on a soul stealing ability, but I was having a little bit of difficulty making it. I was thinking a Drain PRE linked to the HTH Killing with a Aid HTH linked to the Drain PRE with a limitation that says "Must Drain All PRE or Kill the Target." This was my greatest difficulty about his character, so I wanted to see what others would think. 

     

    I have looked at the forum link you posted, I REALLY like that process. I may continue to use it for characters that I haven't made yet. 

     

    BTW, i am working on Uther, and I have no idea how to make a Divine Shield. Any ideas?

  3. Arthas Menethil

     

    Characteristics:

     

    STR: 35 (25 Point Cost) 7d6 

    DEX: 18 (16 Point Cost)

    CON: 18 (8 Point Cost)

    INT: 18 (8 Point Cost)

    EGO: 43 (33 Point Cost)

    PRE: 35 (25 Point Cost) 7d6 PRE Attack

    OCV: 6 (15 Point Cost)

    DCV: 6 (15 Point Cost)

    OMCV: 5 (6 Point Cost)

    DMCV: 5 (6 Point Cost)

    SPEED: 4 (20 Point Cost)

    PD: 4 (2 Point Cost) 17 PD (13 rPD)

    ED: 2 (0 Point Cost) 15 ED (13 rED)

    REC: 9 (5 Point Cost)

    END:  100 (16 Point Cost)

    BODY: 40 (30 Point Cost)

     

    STUN: 60 (20 Point Cost)

     

    Characteristics Total: 250

     

    Skills:

     

    Riding 13- (3 Point Cost; Includes TF: Equines)

    Power: Dark Magic 18-(EGO Based; 3 Point Cost)

    Familiarity with High Society 8-(From Paladin Years; 1 Point Cost)

    Interrogation 16- (3 Point Cost)

    Persuasion 16- (3 Point Cost)

    Tactics 13- (3 Point Cost)

     

    Skills Total: 16

     

    Perks: 

     

    Positive Reputation: The Lich King +5/+5d6(14- to a large group; 15 Point Cost)

    Fringe Benefit: Nobility Rank of King (15 Point Cost)

     

    Perks Total: 30

     

    Talents:

     

    Talents Total: 0

     

    Powers:

     

    Frostmourne: HTH Killing Attack 2.5d6 (5d6 with Strength) 0 END (+1/2) (60 APs) OAF Unbreakable (-1) (30 Point Cost)

     

    Undead Immunity: Life Support (Need not eat nor sleep, Immortal, and Immune to all Terrestrial Poisons) (16 Point Cost)

     

    Undead Armor Protection: Resistant Protection (13 PD/13 ED) (39 APs) Non-Persistent (-1/4) Physical Manifestation (-1/4) (26 Point Cost)

     

    Dark Magic: Multipower 60-Point Reserve (60 APs) All Slots OAF Unbreakable (Frostmourne) (-1) Gestures (-1/4) Requires a Dark Magic Roll (-1 per 20 AP Modifier; -1/4) (24 Point Cost) 

     

    Animate the Dead: Healing BODY 2d6 Resurrection, AoE 8 Meter Radius (+1/2) (60 APs) Resurrection Only (-1/2) Common Modifiers (-1 1/2) (2f Point Cost)

     

    Dark Pulse: Blast 12d6 (60 APs) Common Modifiers (-1 1/2) (2f Point Cost)

     

    Life Transfer: Healing BODY 6d6 (60 APs) Automatic Major Side Effect (BODY Healed Removes that much BODY from a friendly target; -1) Self Only (-1/2) Common Modifiers (-1 1/2) (1f Point Cost) 

     

    Dispel Holy Magic 10d6 Expanded Effect (All Holy Magic at Once; +1) (60 APs) Common Modifiers (-1 1/2) (2f Point Cost) 

     

    Unholy Cage: Entangle 5d6 5 PD/4 ED Entangle and Character Both Take Damage (+1/4) (59 APs) Vulnerable to Holy (Attack Itself is Common, but Well known enough to be classified as Very Common; -1) Does Not Work On Other Undead (-1/2) Common Modifiers (-1 1/2) (1f Point Cost) 

     

    Powers Total: 104

     

     

    Total Cost: 400

     

    Complications:

     

    Vulnerability to Holy (2x STUN; Common) 20 COMP

    Psychological Complication (Power Hungry, Common Situation Total Control) 20 COMP

    Hunted by Paladins, Demon Hunters, etc. (Very Frequently, As Pow, NCI, PC has Public Identity, Kill) 30 COMP

    Susceptibility to Life Magic Instant 1d6 Damage (Uncommon)  5 COMP

     

    Total Complications: 75 

  4. This is exactly why I did this forum. This is to help my character creation skills based upon made characters. I will edit some of Tasha's suggestions into my Jaina. Thank you guys. 

     

    1) The use of interpersonal skills should be nice. 

     

    2) I hated Draenor, it ruined WoW for me IMO (Disagree if you want).

     

    3) I think that a MP is better than a VPP for her. She really didn't create her own spells. 

     

    4) I really need to reduce her BODY and STUN to fit in some of these suggestions. 

     

    5) The replacement of the Pysch Comp with Peacemaker would make sense. 

     

    Thank you very much I will not put your suggestions to waste. 

  5. Jania Proudmoore

     

    Characteristics

     

    STR: 8 (-2 Point Cost) 1.5d6 

    DEX: 13 (6 Point Cost)

    CON: 23 (13 Point Cost)

    INT: 38 (28 Point Cost)

    EGO: 33 (23 Point Cost)

    PRE: 23 (13 Point Cost) 4.5d6 PRE Attack

    OCV: 5 (10 Point Cost)

    DCV: 5 (10 Point Cost)

    OMCV: 4 (3 Point Cost)

    DMCV: 5 (6 Point Cost)

    SPEED: 4 (20 Point Cost)

    PD: 3 (1 Point Cost) 6/12 PD (3/9 rPD)

    ED: 3 (1 Point Cost) 4/20 ED (1/17 rED)

    REC: 10 (6 Point Cost)

    END: (A little ridiculous, but she needs it) 200 (36 Point Cost)

    BODY: 20 (10 Point Cost)

    STUN: 50 (15 Point Cost)

     

    Characteristic Costs: 199

     

    Skills

     

    Power: Magic 20- (9 Point Cost)

    Teamwork 12- (3 Point Cost)

    +6 with Magic (30 Point Cost)

    Persuasion 14- (3 Point Cost)

    Oratory 14- (3 Point Cost)

    Charm 14- (3 Point Cost)

    Familiarity with Interrogation 8- (1 Point Cost) 

     

    Skill Costs: 52

     

    Perks

     

    Positive Reputation: Powerful Sorceress (Large Group 14-) +3/+3d6 (9 Point Cost)

    6 1 Point Favors (6 Point Cost)

     

    Perks Costs: 15

     

    Talents

     

    Eidetic Memory (5 Point Cost)

    Animal Friendship (20 Point Cost)

    Combat Luck 6 PD/6 ED (12 Point Cost)

     

    Talents Cost: 37

     

    Powers

     

    Magic Robe: Resistant Protection: 3 PD/1 ED plus Resistant Protection 10 ED (15 APs) Only Works Against Magic (-1/2) (16 Point Cost)

     

    Mass Teleportation: AoE 4 Meter Radius NA applied to Teleportation. (19 APs) x2 END Cost (-1/2) (13 Point Cost) 

     

    Spell List:  Multipower, 80-point reserve,  (80 Active Points); all slots OAF (Staff or Wand of some kind) (-1), Gestures (-1/4), Requires A Magic Roll (-1 per 20 Active Points modifier; -1/4) (32 Point Cost)

     

    Magic Blast: 16d6 Blast (80 APs) Common Modifiers (-1 1/2) (3f Point Cost)

    Reflection: (80 APs Worth) Variable SFX (Elemental; +1/4) (67 APs) Common Modifiers (-1 1/2) (2f Point Cost)

    Teleportation 20m: Safe Blind TP (+1/4), Armor Piercing (+1/4), Megascale (1m=1km; +1) (75 APs) Common Modifiers (-1 1/2) (3f Point Cost)

    Flight 20m (20 APs) Common Modifiers (-1 1/2) (1f Point Cost)

    Spell of the Hidden Path: Invisibility to Hearing Group , No Fringe, Costs Endurance Only To Activate (+1/4) (25 APs) Common Modifiers (-1 1/2) (1f Point Cost)

    Make Small: 5 Levels of Shrinking Costs Endurance Only To Activate (+1/4), Limited Range (+1/4), Usable As Attack (+1), Grantor pays the END whenever the power is used (75 APs) Common Modifiers (-1 1/2) (3f Point Cost) 

    Lightning Strike: RKA 3d6 Indirect (Source Point is the same for every use, path can change with every use; +3/4) (79 APs) Incantations (-1/4) Common Modifiers (-1 1/2) (3f Point Cost)

    Spectral Hands: Telekinesis 40 STR (60 APs) Common Modifiers (-1 1/2) (2f Point Cost)

     

    Transcendence: Desolidification , Invisible Power Effects (Invisible to Sight (Cannot Sense that she is actually intangible); +1/2) Persistant (+1/4) 0 END (90 APs) Cannot Pass Through Solid Objects (-1/2) Gestures (-1/4) OAF (Staff or Wand of Some Kind; -1) Requires a Magic Roll (-1 per 20 Modifier; -1/4) Time Limit (1 Minute; -2) (18 Point Cost)

     

    Powers Cost: 97 

     

    Total Cost: 400

     

    Complications

     

    Hunted: Orcs (As Pow, Very Frequently Public ID) 25 COMP

    Hunted: Undead (As Pow, Very Frequently Public ID) 25 COMP

    Distinctive Features: Magic Aura (Not Concealable, Causes Major Reaction, Only With Special Senses) 10 COMP

    Psychological Comp: (Peacemaker; Common Situation Strong Control) 15 COMP

     

    Total Complications: 75

  6. Jaina Proudmoore


    Arthas Menthill


    Kael'thas Sunstrider


    Illidan and Malfurion Stormrage


    Sylvannas Windrunner 


    Thrall and Grom Hellstorm


    Uther the Lightbringer


    Muradin Bronzebeard


    Maiev and Jarod Shadowsong


    Lady Vashj. 


     


    These characters I am making in HERO for a WoW campaign. I will be posting one per day (except weekends) around 4:00 EST. This is a huge task. The first is Jania Proudmoore!


  7. JohnnyAppleseed098 has a massive collection of memorabilia from when the Rochester Royals ... same franchise as the Sacramento Kings ... last won the NBA Championship.

    Off Topic: More of a Mavs guy

     

    Cancer tripped Rajon Rondo in the last game for the Kings. The problem is that because of Cancer's merfolk type features, Rajon actually moved faster on his leg than anywhere else on the court. 

  8. I have never played WoW, and have no idea who any of those characters are.  However... I recently read something about converting those types of characters to a different game system, and I think it might be helpful to you.

     

    http://www.writeups.org/faq-video-games-writeups/

     

    What they decided is that after a certain point (Level 20, whatever that is), gains in power are "holographic".  Meaning, while you appear to be gaining power, you're only doing so because it's how the game measures progress.  Since everything else is gaining power too, you aren't really advancing or adding anything.  A level 20 character and a level 50 character still take like 5 hits or whatever to kill a bear, in their respective adventure zones (or whatever).  So you really haven't added any power.  You're gaining levels just to keep up.

     

    So they decided to add more Hero Points (which is a game mechanic in their system) when building the characters, to represent higher level guys.  It's a much more incremental increase than bumping up their stats crazy high.  An end-game Final Fantasy character who does 9999 damage does not need to literally hit 100x harder than an entry level guy who does 99 damage.  It's a video game mechanic that doesn't need to be modeled.  I would suggest that giving high level characters extra Stun, or 2-3 extra combat levels would be fine.

     

    In Hero, a different of 3 in Combat Value is very significant.  A 5/5 OCV/DCV guy is going to have complete hell fighting a guy with 8/8 OCV/DCV.  He's gonna get hit on a 14-, and only hit on an 8-.  Likewise a difference of 3 DCs is very significant as well.  A 10D6, 20 Def guy is going to be at an extreme disadvantage against a 13D6, 30 Def guy.

    That is a really good idea. I never thought about that. So, I can essentially leave it stagnant after 20 or 30.

  9. I was going to run a WoW-like campaign with characters from the actual game. The problem is that I am not quite sure of the power level of the characters that I should make. The characters I am wanting to run are:

     

     

    Jaina Proudmore

    Arthas Menthill

    Kael'thas Sunstrider

    Illidan and Malfurion Stormrage

    Sylvannas Windrunner 

    Thrall and Grom Hellstorm

    Uther the Lightbringer

    Muradin Bronzebeard

    Maiev and Jarod Shadowsong

    Lady Vashj. 

     

     

    I don't know how many points I should assign to the these NPCs to make them reminiscent of the characters in the actual Blizzard Game. Please Help!

  10. I .... huh .... don't have a logical response to that.  Even if Enkidu is slightly more dexterous and goes first the next phase the dodge is still active - and if Enkidu wants that bonus to wear off he's got to wait for Gilgameshes turn, who can now freely abort again against Enkidu's held action. Better yet he could abort to a block and put Enkidu on the defensive next phase.  Provided Ekidu's ocv doesn't dwarf his foes DCV it could be a very long time before one gets and holds an upper hand against the other.

     

    Tunnel vision from playing with the same group of people for so long, I guess - only the person with Desolidification aborts with any regularity and everyone else just full out attacks (building for durability to take a hit in order to return a hit) at all times.  

     

    Doctor Choppenstuff (with a 10 str) is still pretty much boned once Konig Lederhosen, the Bavarian Brawler, gets his hands on him - but maybe it's not as one sided as I thought when Monsterpiece, the nefarious doctor's similarly strong bodyguard, starts wrestling with our hero to free his boss.

     

     

    I .... huh .... don't have a logical response to that.  Even if Enkidu is slightly more dexterous and goes first the next phase the dodge is still active - and if Enkidu wants that bonus to wear off he's got to wait for Gilgameshes turn, who can now freely abort again against Enkidu's held action. Better yet he could abort to a block and put Enkidu on the defensive next phase.  Provided Ekidu's ocv doesn't dwarf his foes DCV it could be a very long time before one gets and holds an upper hand against the other.

     

    Tunnel vision from playing with the same group of people for so long, I guess - only the person with Desolidification aborts with any regularity and everyone else just full out attacks (building for durability to take a hit in order to return a hit) at all times.  

     

    Doctor Choppenstuff (with a 10 str) is still pretty much boned once Konig Lederhosen, the Bavarian Brawler, gets his hands on him - but it's not as one sided as I thought when Monsterpiece, the nefarious doctor's similarly strong bodyguard, starts wrestling with our hero to free his boss.

    Am I seeing double?

  11. DT used Cancer to make a model for Sacramento. He then used his growth and disguise powers to make himself look like a stadium inside of the town. This is where the Sacramento Kings play their B-Ball. He is slowly plotting his revenge on humanity by waiting to crush the stadium when the Kings actually win a title. (He's gonna have to wait for a long time.) 

  12. "Only for casual strength" should be at least a -1.  It's incredibly limited. 

    I definitely do not agree. When someone uses their casual strength, they are allowed to use it as a 0-phase action, which allows for you to use a full phase action in addition to say, breaking out of a grab or throwing something. This allows for you to make a running throw at full speed and throw with a casual throw and hit a target easily. Additionally, busting down a wall with a 0-phase action allows for you to make a PRE attack afterwards, run up to the target with a HMove, and then punch with full strength in one phase. This is a huge thing and this is easily exploitable. 

     

    In addition, you're values for spending are incorrect. Buying At -1/2 only cost 20 points. -1 at 15. So, the other guy would have 75 STR (38 Casual) and you would have 60 STR (60 Casual). This is incredibly bad for the 75 STR Guy. 

  13. Would you permit power advantages and limitations on skills?  I wouldn't.  My current GM doesn't.  I doubt most GM's do without VERY good reasons ... so why would you permit power advantages and limitations on standard and/or optional maneuvers?  (I wouldn't.)

    I have seen very good reason for this. 

     

    EX: Lockpick: Lockpicking 14- OAF. 

     

    Additionally, I would allow people to buy things like AoE Nonselective for martial arts that are in a circle. Imagine someone spins on their head and holds out their legs to hit other people surrounding them. I would build that as a strike in a 1 Meter Radius that is Nonselective (Or Selective if they are extremely skilled).

  14. I think some GM's here might want to re-evaluate the value of the limitation given the above.  ​I see it as -1/4 to -1/2 (tops)... specifically because of the zero phase capability I just noted ... and because casual STR use, per RAW, allows all non-attack uses of that strength level (e.g. lifting, carrying, pushing things aside, etc.).

     

    The only difference with this build would be that they can exert casual strength with a larger strength value - equal to their normal strength - when they break through the wall.  That's all that has changed in your scenario. And to do so, they are paying 30 points for the privilege, with a -1 limitation.  So instead of buying +15 PD and ED or +60 Stun or a 6d6 HTA, or anything else you could do with those points, you can break through a tougher wall.  I'm not seeing the imbalance here.

    I'm gonna have to go with Surrealone on this one. The purpose of a brick character is to be able to punch, throw stuff, and beat a guy to death, yes, but the use of the strength as a 0-Phase Action is too much. Imagine that you could easily break out of pretty much any entangle or use your strength to resist knockback  as a large amount of 0-Phase Actions. This proves for unbalance. Additionally, I can see a situation where someone buys their Casual STR ABOVE their normal strength, thus proving for a large amount of chaos. And they save points too. 

     

    Using a power casually, yes, can only be done once per phase. However, using STR is a different story as casual STR is usable several times as it is regard as a Characteristic, not a power. 

  15. Well in real life combat, grappling is very, very useful.  Almost all real fights (as in, not in a controlled environment with extremely rigid rules and prohibited maneuvers) that aren't a one-punch affair end up on the ground, wrestling.  So it being effective is not exactly unrealistic or unreasonable.

    Well, I can see this, but really a lot of fights I have seen involve takedowns, goring (A flying tackle essentially.), punching on the ground, and spearing (A velocity added throw plus full move.). Grappling more works in a upright position on the ground, but usually the fight is over by then. 

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