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TheQuestionMan

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Everything posted by TheQuestionMan

  1. Introducing a NEW player is like a trial period of employment. First an interview (coffee shop meeting), then a shadowing (Invite the new player to watch a session), and finally a review process (A group vote). Interviewing a new Character is easy. Follow the Character Creation Guidelines, Character Background fits setting, and finally a Solo Play test to work out the kinks (sometimes assisted by veteran player.) Finally Introduction Adventure (Guest Starring Role), Mutual Needs (Skills or Powers beneficial to team), and finally chemistry (The unknowable quality that makes friends). Cheers QM
  2. I am an Archivist, not the hard working author, but thank you anyway.
  3. Hero System - Wikipedia https://en.wikipedia.org/wiki/Hero_System Champions - Wikipedia https://en.wikipedia.org/wiki/Champions_(role-playing_game) List of Hero System Products - Wikipedia https://en.wikipedia.org/wiki/List_of_Hero_System_Products Champions (Super) Hero Resources - Note: Out of Date, but good reference point. http://www.herogames.com/forums/topic/29522-champions-superhero-resources/ Cheers QM
  4. CHARACTER BUILDING GUIDELINES • Starting Points: 200 • Maximum Disadvantages: 150 • Maximum Points From One Category of Disadvantage: 50 • Normal Characteristic Maxima: Not Required • Combat Hit Location Rules: Not Required • Knockdown Rules: Not Required • Long-Term Endurance Rules: NO • Limited Push: YES CHARACTER ABILITY BUILDING GUIDELINES Power Levels Beginning Range Maximum Minimum Characteristics: 10 – 40 60 10 Speed: 3 – 6 8 4 Combat Values: 6 – 9 12 6 Damage Classes: 6 – 12 16 8 Active Points: 30 – 60 80 -- Skill Points: 20 – 60 80 -- Skill Roll: 11- /15- 18- 8- DEF/rDEF: 20/10 30 6/6 HOUSE RULES: (Special Restrictions, Requirements and Exceptions) • All player characters should have a Psychological Limitation concerning Killing. • The character must have a form of Movement Power or Transportation. • The character must have Social Limitation: Secret Identity or Public Identity. • Bonus Character Points awarded for Character Background/History +1 to +5 • Bonus Character Points awarded for Art, Images, etc... +1 to +5 • Bonus Character Points awarded for Quirks (Like GURPS) +1 to +5 • Bonus Character Points awarded for Archvillain / Nemesis Write Ups +1 to +5 • Bonus Character Points awarded for Special +1 to +5
  5. Shadowrun by Catalyst Games. Not just the Rules, but the feel of Shadowrun Magic, Matrix, and Rigging.
  6. Star Wars D6 Star Trek (GURPS Prime Directive) Traveller (GURPS Traveller) Firefly / Serenity (GURPS Conversion) GURPS Space (GURPS Aliens, GURPS Space Adventures, GURPS Space Atlas 1 - 4, GURPS Space Bestiary.) Cheers QM
  7. The incredible Geckoman just didn't inspire much in the way of fear.
  8. No need to be sorry and I tend to type badly on my smartphone. My bad
  9. Check it out yourself. I am currently posting from smartphone No Linkage
  10. Check out "Surbrook's Stuff" - Character Archive - Book-Derived Character Adaptations - The Dark Tower I seem to remember a couple of Stephen King's characters write ups. QM
  11. GURPS IST: International Superhero Teams.
  12. 7th Sea, GURPS Swashbuckler, Age of Napoleon, Supporting Cast: Age of Sail Pirate Crew.
  13. Mr.Incredible vs. Incrediboy (Syndrome)
  14. Variation on a theme Goliath Finn O'Connor VAL CHA Cost Roll Notes 20/60 STR 10 13- HTH Damage 4d6 END [2] 23 DEX 26 14- 20/30 CON 10 13- 23 INT 13 14- PER Roll 14- 18 EGO 8 13- 25/35 PRE 15 14- PRE Attack: 5d6 8 OCV 25 8 DCV 25 1 OMCV -6 6 DMCV 9 4 SPD 20 Phases: 3, 6, 9, 12 10 PD 8 10/24/30 PD (0/14 rPD) 10 ED 8 10/24/30 ED (0/14 rED) 10 REC 6 40 END 4/60 20 BODY 10 40 STUN 10/72 Movement Cost Meters Notes RUNNING 0 12m/26m,/24m/52m END [1/3] SWIMMING 0 4m/8m END [1] LEAPING 0 4m/22m 4m forward, 2m upward Characteristics Total: 201 Cost Powers Giant Physiology, all slots Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END= 41 1) Giant Size: 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 (1/2 END; +1/4) (62 Active Points); Only In Alternate Identity (-1/4), Mutant Power (-1/4) [Notes: Ht: 25ft. Wt: 7tons.] - END=2 5 2) Giant Strength: +10 STR (10 Active Points); Linked (Giant Size; (+5 per level; -1/2), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=1 6 3) Giant Stamina: +10 REC (10 Active Points); Linked (Giant Size; (+5 per level; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END= 2 4) Giant Stamina: +20 END (4 Active Points); Linked (Giant Size; (+10 per level; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END= 6 5) Giant Durability: +20 STUN (10 Active Points); Linked (Giant Size; (+10 per level; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END= 3 6) Giant Ears: Hearing Group Flash Defense (5 points) (5 Active Points); Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=0 3 7) Giant Eyes: Sight Group Flash Defense (5 points) (5 Active Points); Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=0 3 8) Giant Mind: Mental Defense (5 points total) (5 Active Points); Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=0 3 9) Giant Resilence: Power Defense (5 points) (5 Active Points); Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=0 24 10) Giant Invulnerability: Resistant Protection (14 PD/14 ED) (42 Active Points); Linked (Giant Size; (+7 per level; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=0 6 11) Giant Physique: Regeneration (1 BODY per Day), Can Heal Limbs (9 Active Points); Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=0 10 12) Giant Legs: Running +14m (12m/26m total), Usable As Running & Leaping (+1/4) (17 Active Points); Linked (Giant Size; (+7" per level; -1/4), Only In Alternate Identity (-1/4), Mutant Power (-1/4) - END=2 Powers Total: 112 Cost Skills 0 Acting 8- 3 AK: Los Angeles 14- 3 Breakfall 14- 3 Charm 14- 3 Climbing 14- 3 Concealment 14- 3 Conversation 14- 3 Criminology 14- 3 Deduction 14- 0 Language: English (completely fluent; literate) (4 Active Points) 3 Paramedics 14- 3 Persuasion 14- 3 PS: SAR Tech 14- 3 Scholar 1 1) KS: Criminal Law & Procedures (2 Active Points) 11- 2 2) KS: Emergency Management (3 Active Points) 14- 2 3) KS: The Criminal Underworld (3 Active Points) 14- 1 4) KS: The Law Enforcement World (2 Active Points) 11- 2 5) KS: The Superhuman World (3 Active Points) 14- 3 SS: Structural Engineering 14- 3 Shadowing 14- 3 Stealth 14- 3 Streetwise 14- 3 Tactics 14- 3 Teamwork 14- 0 TF: Small Motorized Ground Vehicles 0 WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat Combat Training 5 1) Defensive Attack (10 Active Points); Multiple Attacks Only (-1) [Notes: -2 DCV rather than 1/2 DCV when making Multiple Attack (6E2 73)] 10 2) Defense Maneuver I-IV [Notes: No attacker is concidered to be attacking "from behind". Eliminates Multiple Attacker Bonuses to all attackers, and acts as a Sense (Free Action).] 5 3) Rapid Attack (10 Active Points); Multiple Attacks Only (-1) [Notes: Multiple Attacks (SE2 73) as a Half-Phase Action.] Skills Total: 82 Cost Perks 1 Fringe Benefit: Licensed Search and Rescue Technician 2 Money: Trust Fund: $200,000/year 2 Positive Reputation: It's Goliath! (A medium-sized group) 14-, +1/+1d6 Perks Total: 5 Value Complications 10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort) 15 Enraged: When Innocents Harmed (take BODY) (Uncommon), go 11-, recover 11- 15 Hunted: I.H.A. (Project Genocide) Infrequently (Mo Pow; Harshly Punish) 15 Psychological Complication: Code vs Murder (Common; Strong) 15 Social Complication: Secret Identity Frequently, Major Complications Points: 70 Base Points: 400 Experience: 0 Experience Unspent: 0 Total Character Cost: 400
  15. I would rather take my chances with Lady Luck!
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