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Ninja

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  1. Point taken about the endurance. And I mean not add per se but, what's the difference? If I can "punch" someone across the street with 40 strength why cant I punch someone right in front of me with 40 strength and say it was my fist? Is there a mechanical difference aside from the endurance cost? Dont some comic book characters have enhanced strength from their telekinesis? Sylar from heroes, cable, Jean grey?
  2. I had a couple more character creation questions if that's cool. In case I ever get to make another high point value character with special powers. Actually this probably would have been my first choice if I understood the system. Ok first, I was looking around on this website, what do you guys think of these guidelines for making characters? Do they work for actually play or is this mainly just for converting characters? http://www.devermore.net/surbrook/herosource/other/adaptions.html Second, does buying points of strength with telekinesis apply to hand to hand? Say I buy 40 points of telekinetic strength, can I hit in hand to hand with 40 strength? I feel like I should be able to, because if I can pick up a truck at range i should be able to pick it up up close, but not sure how the rules work with that. My idea was for like a master swordsman who uses mental powers to enhance his abilities, sort of like a darth Vader homage. Here is the above mentioned persons interpretation of darth Vader http://surbrook.devermore.net/adaptationsmovie/starwars/darthvader.html I noticed he used a massive VPP for his telekinesis/force powers. Why use that over a multipower? Seems like a telekinesis multi power would be much much cheaper. But I admit I dont really understand how to build powers, or at least cool ones.
  3. Ok, here's what I think I'll bring to the table. The multipower has nothing in it, but I figure I will add powers to it as I level, and think of things. I have 2 points from first session to spend anyway. What does the jury think? Str 40; Dex 28; Con 25; Int 13; Ego 13; Pre 13; OCV 8; DCV 8; OMCV 1; DMCV 3; Spd 6; PD 10; ED 10; Rec 15; End 50; Body 15; Stun 50; Cost 227  Everyman skills are acting, climbing, concealment, deduction, language, professional skill, paramedics, persuasion, shadowing, stealth, vehicles. Skills: Stealth 3; SS: Medicine 3; Acrobatics 3; Breakfall 3; English 2; Power tricks 3 Martial arts: 2 hth dmg classes 8; Martial Disarm 4; Martial strike 4; Martial dodge 4; +4combat skill for all martial arts, large group, 20; Martial throw 3; leg sweep 3; Martial throw 4; KS: Ninjitsu 0 Total skills 66 Powers: Resistant protection 15pd/ed 45; Mental defense 10; Knockback resistance 6; Extra running 8; Extra leaping 8; 60 AP multipower: Ninjitsu, limitation restrainable -1/2 30 points Cost: 107  Total points: 400
  4. @archer in in your estimation how is the combat sense talent? It’s expensive, 15 points? But no penalties for loss of sight. I’m envisioning dropping a smoke bomb and keeping full stats.
  5. I only did it that way because I thought it was more efficient, I could obviously be completely wrong. +4 to martial arts for 20 or +3 to all hand to hand for 24? i was kind of thinking as I leveled I’d buy more multipowers and stick to the maneuvers I started with. Maybe that’s a poor choice. Aside from the ones you listed as must haves, dodge, martial strike, defensive strike, leg sweep, how would you rank the others? I thought about buying enhanced perception, hearing, or darkvision. Wasn’t sure how often it would come up. I’d be the only stealthy one I think. That’s a cool idea.
  6. So the martial arts maneuver killing strike is 1/2 D6, plus 2 dc that I bought. It says adds strength as a hka, so one dmg class per 5 points. 40 strength, so 8 DC, so +10 in total? Why isn’t that 3d6? Guess I’m confused. But that for 4 points. Is is the thing about not being able to increase damage past double accurate or is that from older edition? vs a killing attack power. 30 points would get 2d6, plus 1d6 per 15 points of strength, so 8 DC? So 4.5 D6? then divide the cost by 10 to put in multipower and that’s 3 points? So buying a killing attack through powers is more efficient than through martial arts? Only downside being it’s part of a multipower, and I can’t use my +4 martial arts skill?
  7. I think I bought it for defense against mentalists? I just liked the idea of being strong willed. I’m not 100% sure I understand how dmg classes vs d6’s work, but I was under the impression they added to that. So with 40 strength and 2 dmg classes from martial arts wouldn’t it be more like 3 or 4 d6 dmg killing attack? Martial throw just seems fun. I was wondering if I’d miss martial grab or escape if I didn’t take it. i took passing strike for 3 reasons, was envisioning it as a flying kick, seemed cool. Seems like move through does a lot of damage? And was planning of buying swinging with my ninjitsu multipower, simulating grappling hook, and figured a fast moving swinging flying kick would be cool? Maybe it would never work I dunno. So English is second language, so I played 3 to be fluent + 1 because it’s unrelated language. I’m not sure I understand how the math is working for the multipower. Are you buying 8 for the multipower, then 8 points for running, bought as a fixed power so /10 makes it cost 1 point? Same for the jumping. Does that then mean I can only either run fast or jump high in the same turn but I can’t do both at the same time?
  8. I got the idea when I saw a build someone did of Luke cage. All his stats were unified powers and strength had decreased endurance. But out you guys bring up good points. I’ll just skip that idea.
  9. Oh, also as a curiosity, if I wanted to I could put my increased strength, speed, defenses etc into a unified power, and call it like enhanced mutant physiology, and get back 1/4 points?
  10. Ok I think I’m zeroing in on this. Say I go: Str 40; Dex 23; Con 25; Int 18; Ego 18; Pre 18; OCV 8; DCV 8; OMCV 1; DMCV 3; Spd 6; PD 10; ED 10; Rec 15; End 50; Body 15; Stun 50; Cost 232  Everyman skills are acting, climbing, concealment, deduction, language, professional skill, paramedics, persuasion, shadowing, stealth, vehicles. Skills: Stealth 3; Analyze fighting style 3; Acrobatics 3; Breakfall 3; Conversation 3; Persuasion 3; Climbing 3; English 4 Martial arts: 2 hth dmg classes 8; Killing strike 4; Martial strike 4; Martial dodge 4; +4combat skill for all martial arts, large group, 20; passing strike 5; leg sweep 3; Martial throw 4 Total skills 77 Powers: Resistant protection 15pd/ed 45; Mental defense 10; Extra running 8; Extra leaping 8 Cost: 71  Total points: 380 That leaves me 20 points to buy a “Ninjitsu” multipower. Now if I’m understanding this right, I can use limitations to add more points? So say I take Restrainable -1/2; that means I can’t switch powers if I’m restrained, but now I have a 40 point multipower pool. Then as I gain more CP I can add powers to it for like 1-4 points after I divide the cost by 10? And if I can think up one more limitation I can get that pool to 60 points? I might need to change my skills around a bit I don’t know if they fairly reflect a normal persons expertise, I may be cheating. Also, my Martial arts combat skill levels, +4, they won’t apply if I use an action not in my martial arts, like a normal throw or grab right? Howd I do?
  11. Sounds perfect thanks, as long as he’s cool with it. How does it work though? To escape normally? Is the entangled character able to attack it themselves, even though they are restrained? If not, does that also mean I can take the no defense limitation? And they maybe put a time limitation on it to make it more fair? Say 20 minutes or an hour? edit for poor reading comprehension. So apparently the restrained target doesn’t have to roll to hit, so they just get to make a strength damage roll against it each turn? Until they do enough body damage? Almost doesn’t seem worth it now, I don’t know if I’ll be able to buy enough body to make it worth it. if it’s in a multi power, say a 50 point one, the “active power” limit is the points before the limitations? So I’d only be able to have like 2d6 body, (20 x (1+1 for the cannot be targeted) would make that 40 active points?
  12. Ok so I changed to include martial dodge. I cannot take fast strike, it’s not in the champions complete book. How is leg sweep? It gives +2 ocv. Can that fill that niche? What are you opinions on the martial throw/escape/passing attack skills? Can someone help me understand entangle? It seems I can use it to represent a limb strike or like a pressure point attack. Take the cannot be targeted advantage and it’s like being paralyzed. But how would the other person remove it, I imagine they can’t attack it if their limbs are immobilized. Then it says I have to list one common way to get out of it. What would be a normal way to escape a dead limb?
  13. I knew about the 12d6 average for 400 points, think I read it in a forum post somewhere. I did not think if 60 point power limits, kind of a bummer, lol. I was thinking up a telekinetic if I ever played again and wanted to buy 60 points of telekinetic strength. But that kills that idea, haha. So here's is where I'm at now, basically doing what you and some other people have suggested. Str 40; Dex 23; Con 25; Int 18; Ego 18; Pre 18; OCV 9; DCV 9; OMCV 1; DMCV 3; Spd 6; PD 10; ED 10; Rec 15; End 50; Body 15; Stun 50; Cost 242 Everyman skills are acting, climbing, concealment, deduction, language, professional skill, paramedics, persuasion, shadowing, stealth, vehicles. Skills: Stealth 3; Analyze fighting style 3; Acrobatics 3; Breakfall 3; Conversation 3; Persuasion 3; Climbing 3; English 4 Martial arts: 2 hth dmg classes 8; Killing strike 4; Martial strike 4; Offensive strike 5; +2 combat skill for all martial arts, large group, 10. Total skills 56 Powers: Resistant protection 15pd/ed 45; Mentsl defense 10; Extra running 8; Extra leaping 8 Cost: 71 Total points: 369 What I'm considering with the remaining 30 points is buying a multipower. Or buying more combat skill levels. Things I would put in multipower are shuriken throws(ranged killing attack using strength), clinging, invisibility, image projection(like a mirror image), enhanced senses. If I'm understanding right these things will cost like 1-5 points each after I buy multipower. Things I wanted but didnt buy: coordinated attack, more martial maneuvers(martial throw, martial escape, martial grab) more combat skill levels, a bigger multipower pool. Also wondering if it's better to lower OCV/DCV to 8 and buy 2 more combat skill levels. Just to throw it out there in also tried to use this as a guide http://surbrook.devermore.net/herosource/other/creating_hero_characters.html. Seems to put me at the lower end of defenses and endurance based on that site. Also im going by the bad guys we fought, their brick was OCV/DCV 9 with 60 strength and like 5 speed. So when I originally made the character I was using that as campaign average. I may be wrong. What do you guys think? @Lucius @sentry0
  14. Everyone in this thread had been super helpful. Thanks so much for the replies. @Lucius That does clear some stuff up, also still leaves me with more questions, haha. So that's interesting about multi power, I will have to look into it more. I'll probably actually have to make a few to understand it. I really like that desolidification idea, that's really cool. Here are some other ideas I came up with quick, not sure what's good or what works: -Invisibility or chameleon like blending. Maybe a smoke bomb -Using duplication to make clones like a mirror image type ability. Have the images be glass cannons or basically nothing but a distraction. -a huge speed boosting ability - the before mentioned disable, maybe using entangle to accomplish it. Maybe clinging for climbing and running on walls. Now having said all this, and it being super fun trying to think of new ninja abilities, I want to make sure I'm staying in the spirit of the campaign and go too far off the deep end of ninja magic, as super tempting as it is for me. The theme of the campaign is emerging powers, normal people who have developed super human abilities. That was the source of my original idea for super strength and speed. I suppose I could always make my power duplication or invisibility or something, and the enhanced stats are just part of the package. But I want to stay on theme. I was thinking of using the generic super soldier template sentry posted earlier in this thread. It has lower defenses than I originally envisioned, but I can see how it's more balanced. And it leaves me 40 points to make a multi power. Probably not enough though. Also as an aside the reason my original build had mental defense was because I took 23 dmg from a mentalist in one hit first time i played. I was like yikes.
  15. Two questions. What determines how much endurance you use for movement? Like what's the formula for run speed into endurance use? When you say martial arts levels, are you referring to maneuvers? Buying damage classes? Or something else I'm not thinking of, curious how it goes 6 levels for 30 more points, not understanding. Also is using martial throw any good? Throwing people through walls seems fun but I dont know if useful practice. Also i wont have the points for this. But theoretically I could make a multi power called ninjitsu, then put stuff like climbing, invisibility, katana attack, deflection ect ect in there, and get them all cheaper as long as I use one at a time?
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