Jump to content

PaladinAg

HERO Member
  • Posts

    94
  • Joined

  • Last visited

Everything posted by PaladinAg

  1. I agree with the list already. I would add some suggestions: Multiple attacks - rapid attack or autofire. Could also do as extra OCV or combat skill levels Area attack - selective, area attack Knock back resistance (assuming you can grab onto something)
  2. Isn't that a permanent issue with any low fantasy/swords and sorcery campaign? Limiting Active Points, insisting on long casting durations, extra END, automatic side effects, slow recovery etc or using something along the lines of Gandalf970's "corruption", or LT Endurance could reduce the usage by PCs.
  3. Not unreasonable at all. Here are the broad brushes: 1. The land is an island/group of islands and was once part of a large empire that fell about 500 years ago. Since then the land has been divided into a series of states that picked up the pieces and then bickered amongst themselves. 2. Parts of the land were never conquered by the large empire and so have a range of cultures (I'm still undecided if any of these should be non-human, although if they were, they would of the "retreated from interest in normal events" type). 3. In the last 100 years or so the land has been invaded by outsiders from beyond the old empire and these have taken over several kingdoms and are a continuing threat to the other states. This threat can wax and wane. 4. Contact with the neighbouring lands does happen but this is more social/trading rather than conflict. 5. The "epic" bit - one leader has the vision of uniting the land (at least that of the main culture) into a single state. 6. Religion is more about outlook and beliefs rather than magical power. The gods/god/divine spirits, despite calls from worshippers, don't seem to intervene in events. 7. The old, disappeared empire wasn't any particularly more magical than now but they were great makers and builders so weapons etc of those times are still valuable (think LotR special crafted items rather than "magic"). 8. There may be really old magic from a time even before that empire but it is very rare. 9. Magic, where present, appears more as great skill, ability to make specially effective tools etc. When it does appear I like Archer's suggestion of limited attack powers, boons and requiring lots of time to pull off. Also include seers and some low level cursing. Practitioners of such "true magic" or "sorcery" are rare. 10. PCs can end up being involved in the conflict between the states, the "epic" vision of one nation, dealing with the outsiders, exploration etc into the non-core culture realms. Thanks for that Lord L. I'm not sure I want the sort of summoning magic the review talks about. However, the idea of limiting characters in terms of skill limit levels etc to something looks interesting (I think there are suggestions on how to make these work elsewhere).
  4. Hi, I've recently spread my wings from Champions to Fantasy Hero and inspired by "The Last Kingdom", I feel inspired to do a low/semi-epic fantasy set in a divided land (although more later medieval rather than Saxon period). Most of the setting information I've seen available is for High Fantasy campaigns, not for low fantasy and I would welcome thoughts on creating one. I would particularly welcome thoughts on low power/subtle magic systems, which would mostly be employed by NPCs.
  5. An interesting study in what CCTV can and can't do, particularly when linked to police & intelligence databases has been the recent "reveal" of the Russian agents involved the Salisbury Novichok attack. I wouldn't be at all surprised that more information exists and is being withheld from the public but the ability to pick up and track known persons of interest is quite remarkable, even against trained intelligence agents. It would not take a government agency long to start collating evidence from each appearance of a super (and especially if they arrive by foot or other road vehicle) and, depending on the super's ability to confuse CCTV, disappear from databases or just being supernaturally good at skulking around, they could start narrowing down the number of common appearances fairly quickly if there was a desire to do so. This latter point is quite important from a countervailing perspective. How keen is government to pursue a particular individual and what resource should be used? I suspect that mass destruction supervillains would be prioritised over bank robbers and vengeful vigilantes over "code of hero" good guys.
  6. Version 1.1

    73 downloads

    The Sentinels Legion team is the "reserve" superhero team of the UK. It has been constructed at 400 pts (75 pts complications) for 6th Edition, using Hero Designer 6. ​The files included are: Spectre - ex MI6 agent turned grim vigilante Paragon - artificial human mentalist Longbow - bow weapon specialist Amethyst - transforming big brick Quark - EM/radiation/magnetic blaster Galatea - density controlled android Starfist - wielder of ancient alien ring of power Sentinel Legionary team package Images of team members.
  7. Version 1.1

    83 downloads

    ​The Sentinels Team is the main superhero team of the UK. It has been constructed at 450 pts (75 pts complications) for 6th Edition, using Hero Designer 6. ​The files included are: Silver Paladin - power armour with variable configurations (multiform) and a computer follower Mighty Girl - brick with living hair Valkyrie - immortal sword weapon specialist British Lion - super soldier patriot with SF skills and special weapons Storm Front - weather controller mutant Mercury - speedster Nebula - alien energy blaster Hornet - mutant growing and shrinking metamorph Persinette - mystic Knight Tower - their base Phoenix - their plane ATHINA - base AI Sentinel team package deal Images of team members.
  8. One more boost before I put them in the download area. PaladinAg
  9. Look! Squirrel! (Well it beats "Bump") PaladinAg
  10. I think you would need to consider this is bit like a hydra or similar. This uses duplication for the secondary heads and reduces the movement down to zero. Here is an alternative example http://surbrook.devermore.net/original/creatures/grandfather.html PaladinAg
  11. I think it is quite simple. The helicarrier is just a flying carrier and a carrier is a vehicle. Does it move? Yes. How does it move? By moving x m every phase it is permitted to do so. How do you determine which phase it moves in? By its SPD characteristic Does a base have SPD? No So can a base move? No Having just checked Champions Complete it says on page 163 that bases have no movement ability. I would point up as a size 20 vehicle and then treat its hull and operation like a building. Damage puts holes in the vehicle. Operation of the sensors and weapons would be driven by the operator SPD, OCV, etc. It would move as a normal vehicle. PaladinAg
  12. OK. Here is the revised Silver Paladin. I kept the multi-form version as the vehicle version I was creating got OTT very quickly and would dominate any group excessively. In the end the changes for this character were a lot less than i orginally expected. The number of CPs associated with the characteristic unfied powers were actually a lot less than i thought they would be. Interestingly, I had to up the firepower of the character as the CV/SPD combination is quite low. I kept the character/unified power combination for the Dragonslayer mode (not, repeat, not, my version of Hulk Buster!) as this sort of ties in with this configuration being quite an extreme one and the weakness to drain that Crusher Bob picked up means that it would be used infrequently, i.e. against the big targets it was intended for. I'm still looking for comments. Otherwise I will put them up in the download area by the end of the month. PaladinAg Silver Paladin 450 (Mode 4) v0.2.HTML Silver Paladin 450 (Mode 1) v0.2.HTML NIKE 450.HTML Silver Paladin 450 (Mode 3) v0.2.HTML Silver Paladin (Primary) 450 v0.2.HTML Silver Paladin 450 (Mode 2) v0.2.HTML
  13. In terms of balancing I use a modified form of Crusher Bob's methodology. Character balance score should be a net 0 or +1 : Sentinel Prime Team 450 with 75 complications Characteristics 10-50 Active Points no power more than 85 DC SPD CV DEF MenDef -2 8 4 4 20 10 -1 10 5 6 25 13 0 12 6 8 30 15 +1 14 7 10 35 18 +2 16 8 12 40 20 Sentinel Legion Team 400 with 75 complications Characteristics 10-40 Active Points no power more than 85 DC SPD CV DEF MenDef -2 7 3 3 18 9 -1 9 4 5 23 12 0 11 5 7 28 14 +1 13 6 9 33 17 +2 15 7 11 38 19 CVs and DCs are based on the most regularly used attack power (including DCs from MA) and with CV levels on OCV. The CV levels are averaged. I rounded down to get the delta score. I counted 25% Damage Resistance as equivalent to DEF +5. PaladinAg
  14. Paragon and Starfist ended up with VPP, making the later a lot closer to Hyperman's GL . Spectre only needed a little tweaking to get the character balance right PaladinAg Spectre 400 v0.2.HTML Starfist 400 V0.2.HTML Paragon 400 v0.2.HTML
  15. ​Galatea and Quark did not need must adjustment after all. PaladinAg Quark 400 v0.2.HTML Galatea 400 V0.2.HTML
  16. Whilst I'm thinking about how to do Silver Paladin (and waiting for the plumber to come out and fix our boiler!) I've done the Sentinel Legion as well. Amethyst had a fair amount of adjusting because of the amount of characteristics with unified power. The main issue for Longbow was getting the balance right between offence and defence. PaladinAg Longbow 400 V0.2.HTML Amethyst 400 V0.2.HTML
  17. ​Nebula and Mighty Girl next. Nebula, like Persinette, has ended with a big VPP, which made sense as she had a mix of movement and attack powers anyway and the maths made it more sensible. Maybe I have 'unconscious bias' against VPPs? . Mighty Girl has kept the two power groups separate but with a lot of points going to buy out the characteristic unified power modifiers I decided to emphasise the brick aspects of the character rather than the prehensile hair/scrapper aspect, with the later now mainly aimed at special effects and feats. The last character from the Sentinel's main team is Silver Paladin. Given the debate elsewhere, perhaps I should design him as a vehicle character instead? PaladinAg Mighty Girl 450 V0.2a.HTML Nebula 450 V0.2.HTML
  18. ​Here are the new versions of Persinette and Mercury. Mercury hasn't had a big change (although I did tweak his name, it seemed familiar for some reason - he was a felon who had an unwitting role in the 88 US election!). Persinette has changed a lot. Basically having a closely related power pool and a VPP with lots of powers didn't make much sense and it also allowed to put in 'spells' with varying active points and modifiers). It also freed up the points to up her defences (although these are still weighted towards ED and MenD) PaladinAg Persinette 450 v0.2.HTML Mercury 450 V0.2.HTML
  19. Next up, the revised versions of Valkyrie and Hornet. Main changes are a reduction in some of the combat levels and some tweaking to minor powers. Hornet is the only character I've redesigned to date that still has significant characteristics associated with unified power as these are linked to how his powers work. PaladinAg Valkyrie 450 V0.2.HTML Hornet 450 V0.2.HTML
  20. OK. Following Crusher Bob's suggestions on balancing and a more judicious approach to the use of unified power for characteristics. Here are Storm Front and British Lion. Main changes are a reduction in some of the combat levels and some tweaking to minor powers. PaladinAg British Lion 450 V0.2.HTML Storm Front 450 V0.2.HTML
  21. Movement for vehicles is free Putting vehicles into a VPP I suspect would be a no-no. Under 6E (don't know about 5E), you can buy more vehicles up to CP of the first for 5 CPs for each x2 (so 2 cost 5CP, 4 10 CP, etc). Vehicle Foci can be bulky without affecting DCV. If is removed from the vehicle it will halve the DCV of the character carrying it. Penalties for vehicles is that they are much more vulnerable to damage (each BODY done will cause a significant amount of damage) and they are prone to being broken, stolen etc. PaladinAg
  22. Champions Powers has a wide range of options available. PaladinAg
  23. And here is my suggested Tony Stark as a vehicle build. Tony Stark Val Char Cost 10 STR 0 13/18* DEX 23 10/20* CON 16 10/13* BODY 2 23 INT 13 11 EGO 2 15 PRE 5 16 COM 3 3 PD 1 2/4* ED 0 3/4* SPD 11 4/10* REC 3 20 /40* END 0 20/32* STUN 4 *IIF armour under liner (-1/4) Total Characteristics Cost: 83 Points Cost Skills 3 Bureaucratics 12- 3 Combat Driving 11-/13- 3 Computer Programming 13- 5 Cramming 3 Electronics 13- 3 High Society 12- 3 Inventor 13- 3 Mechanics 13- 15 Money: Filthy Rich 3 Security Systems 13- 3 Seduction 12- 3 Systems Operation 13- 3 FB: Federal Police Powers 2 Navigation [Air] 14- 3 PS[iNT]: Weapons Designer 14- 2 Rep: Superhero 11- Total Skills Cost: 60 Points Cost Powers 45 VPP 25 Points, No Skill Roll (+1), Half Phase (+1/2) 10 JARVIS Computer (60 pt+ Disadv) IIF (-1/4) 44 Iron Man Armour (220 pts+ Disadv) Total Powers Cost: 112 Points Total Cost: 250 Points 150+ Disadvantages 5 DNPC: Pepper Potts (Useful Normal) 8- 10 Hunted: Mandarin (As Powerful) 8- 10 Hunted: S.H.I.E.L.D. (More Powerful/NCI/Watch) 8- 20 Normal Characteristics Maxima 15 PsyL: In Love With Pepper Potts (Common/Strong) 15 PsyL: Overconfidence (Very Common/Moderate) 20 PsyL: Protective Of Innocents (Very Common/Strong) 5 SocL: Famous (Occasionally/Minor) Total Disadvantages Cost: 250 Points Iron Man Armour 0 Size 0 55 STR 45 16 DEF 42 18 DEX 24 14 BODY 4 4 SPD 12 Total Characteristic Cost: 127 Cost Power 30 Flight 12” Usable underwater (+1/4) 2 Flight 1", Megascale 1km (+1/4) 18* ES: HRRP, 360 Degree Radar, UV Sight 10* LS: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum, Self Contained 18* END Reserve (160 END 20 REC) 30 Multipower (60 pt Active) 3u Repulsor EB 12d6 3u Laser RKA 4d6 3u Micro Missiles 2 1/2d6 RKA Autofire 5 shots (+1/2) 16 charges 3u Tasers EB 6d6 AVLD (Non-conductive armour or electrical powers) (+1) 3u Explosive Missiles 2 1/2d6 Explosion (+1/2), 16 charges *OIF Bulky (-1) Total Power Cost: 123 Total Cost: 250 220+ Disadvantages 10 Hunted: Mandarin (As Powerful) 8- 10 Hunted: S.H.I.E.L.D. (More Powerful/NCI/Watch) 8- 10 SocL: Famous (Freq/Minor) I've not scored up the computer as that should be fairly standard. Needless to say, this can be tweaked as the power armour template above, but hopefully the two examples I've put on give an idea of can be achieved if you design your character as a vehicle. Personally, whilst an interesting exercise, I think this approach could be considered a bit OTT and should be very closely examined by GMs before proceeding with them. ​ PaladinAg
  24. With Cassandra's blessing I've had my go at Iron Man as a vehicle and Jarvis. As I don't have 5E, I've assumed they are costed up like 4E (i.e. you pay for base costs only ), but you can "double up" at 5 pts a go. I'll let someone else more familiar with 5E to modify them. Here goes: Tony Stark Val Char Cost 10 STR 0 13/18* DEX 23 10/20* CON 16 10/13* BODY 2 18 INT 8 11 EGO 2 15 PRE 5 18 COM 4 3 PD 1 2/4* ED 0 3/4* SPD 11 4/10* REC 3 20 /40* END 0 20/32* STUN 4 *IIF armour under liner (-1/4) Total Characteristics Cost: 79 Points Cost Skills 3 Bureaucratics 12- 3 Combat Driving 11-/13- 3 Computer Programming 13- 5 Cramming 3 Electronics 13- 3 High Society 12- 3 Inventor 13- 3 Mechanics 13- 15 Money: Filthy Rich 3 Security Systems 13- 3 Seduction 12- 3 Systems Operation 13- Total Skills Cost: 50 Points Cost Powers 45 VPP 25 Points, No Skill Roll (+1), Half Phase (+1/2) 18 JARVIS Computer (90 pts +disadv) 49 Iron Man Armour (170 pts + disadv) x 8 Total Powers Cost: 110 Points Total Cost: 250 Points 150+ Disadvantages 5 DNPC: Pepper Potts (Useful Normal) 8- 10 Hunted: Mandarin (As Powerful) 8- 10 Hunted: S.H.I.E.L.D. (More Powerful/NCI/Watch) 8- 20 Normal Characteristics Maxima 15 PsyL: In Love With Pepper Potts (Common/Strong) 15 PsyL: Overconfidence (Very Common/Moderate) 20 PsyL: Protective Of Innocents (Very Common/Strong) 5 SocL: Famous (Occasionally/Minor) Total Disadvantages Cost: 250 Points Iron Man Armour Example 200 pts 0 Size 0 20 STR 10 ​14 BODY 4 12 DEF 30 18 DEX 24 4 SPD 12 Total Characteristic Cost: 80 Cost Power 20 Flight 10" 100 VPP 50 Points, No Skill Roll (+1), Half Phase (+1/2), IIF (-1/4) Total Power Cost: 120 Total Cost: 200 170 + 30 Disadvantages 10 Hunted: Mandarin (As Powerful) 8- 10 Hunted: S.H.I.E.L.D. (More Powerful/NCI/Watch) 8- 10 SocL: Famous (Freq/Minor)
  25. And now the whole team. PaladinAg
×
×
  • Create New...