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TheQuestionMan

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  1. 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    Champions (Super) Hero Resources - Note: Out of Date, but good reference point.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

  2. 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

  3. 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
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