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Ninja

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Everything posted by Ninja

  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?
  16. I was just curious, if that's true makes sense though, its something I'd probably do. I dont see joint break in the book. We only using the basics none of the expanded stuff. What is the use for nerve strike? I guess you'd use that if they had high resistant defense so a killing attack wouldn't work? What about choke? Have any ideas to share for simulating disabling strikes? I was thinking something like this. One idea was entangle and take the advantage to make it untargetable? Only thing is I have to come up with another way to break it is says? Also could make it effect only arms and legs but would that stop anyone's attacks? Any other cool ideas for powers? I figure a healing factor in this game is best represented by a high recovery? And maybe a minor regeneration? I thought about having a katana for a killing attack, but if I can take MA killing strike probably no need. Also thought of clinging for climbing. Maybe some sort of ranged attack deflect. Just throwing stuff out there.
  17. I like this thank you. A couple questions, why make DeX 26, there are cutoff points at like 3 and 8 if I'm not mistaken? Did you only buy 2 dmg classes in martial arts because the martial strike adds 2, so I still end at 12d6? I was wondering how useful some of the other martial maneuvers are, like nerve strike and choke. And how that interacts with the dmg classes? Is it possible to have a power where you can disable a limb or something to incapacitate someone, sort of like a pressure point strike?
  18. Thanks for the tips. I guess im not very interested in playing a full brick. Except throwing cars is really cool. I had thought about move through attacks. Thought having high strength and run speed to bull rush people would be kinda fun, sort of juggernaut like.
  19. For sure. I'm not trying to break anything and would certainly run anything by him. I looked at all the sample characters in the book, the sample archetypes, and even the examples for where to set defenses and speed, like bulletproof invulnerable ect ect. To try and get a feel for what's normal. But obviously a game with so much customization is bound to be different from table to table. I'm not trying to break anything, I just enjoy the character creation and customization part of rpgs very much. If If i ever play this again i want to make a really strong telekinetic. Or jedi like character. Telekinetic choke would be so badass.
  20. Thanks. Some good points for sure. Can you explain how movement speed and endurance work for me? Something else I dont understand.
  21. Hey thanks for the reply. I am new to this system, but not new to rpgs. Personally I dont understand not allowing it? I could make characters that are invulnerapble with like 12d6 blasts and flying. This guy just punches stuff, boring, so I wanted him to he good at what he does. We had one example session where we fought some villains to learn the system. They had ocv dcv of 9+, higher strength, and speeds of 5+. So by my estimation we are underpowered. I also used the sample characters in the champions complete book, and honestly this puts me.right in the ball park in my estimation. I ignored variety to be good at punching things. But of course I will reserve judgement for my own DM. But your position seems extreme to me. I can see your point about colossus possibly holding back. But she still hit him hard enough to send him flying. And she took everything just fine.
  22. Thank you sir, I think you got me. Actually my very first idea was a soldier who's super strength manifested when he lifted a truck to save someone's life. I've since played around with the backstory but I think you are right. I actually never heard the term brick at all until we were creating characters. Personally the only real brick I find interesting is the hulk. My favorite characters from comic genre are captain America, thor, wolverine, and the version of sabertooth liv Schreiber plays. I assumed from the book they would be martial bricks since the book calls spiderman a martial brick. I hate the idea of intentionally being slow and worse at combat just because I'm strong. So let me ask you, if you were to make angel dust or remake this character into a super soldier, how would you do it? If I drop strength to 40, I'd want to buy that back in damage classes. So that doesn't save that many points but gives me martial arts. Then I guess I could drop my ki strike and just take the martial maneuver killing strike. That saves a lot of points. Speaking of this, can you please explain damage classes to me? How do they differ from just adding d6? I dont understand it.
  23. Good points bigby thanks. I will take that into consideration, dropping some strength could still fit. Do you have an ideas I could use for inspiration for additional power shifts I went that route? Also curious about killing Attacks since I noticed a lot of the sample characters have something like that. When would they typically be used? in case anyone is unfamiliar or curious here are a couple clips
  24. Well I’m not a comic book buff, but in Deadpool angel dust whoops colossus. And in the movie the one, jet li can run as fast as a car, jump over bridges, and in one scene picks up a motorcycle in each hand and smashes someone with them. So i felt like 50-60 was about right. I do see what you’re saying Chris and appreciate the feedback for sure. Strength is just simpler I think for my first game. No one in the group took martial arts skills for that reason.
  25. So I don’t really know the norms, I believe they are all over the place. I think his dmg is on par. I will send to dm once completed for approval but just want to complete him first. My character concept is inspired by angel dust from the Deadpool movies, and jet li character from the movie the one. Both super strong and durable, both martial artists, jet li is super fast. He comes from a long line of ninjas. He came to England for university. He was in an underground fight to defend his families honor, gets whooped by his adversary and almost dies, then boom mutant genes activate enhancing his physiology making him strong, durable, and fast. His skills were meant to reflect his ninja training and his study of philosophy. For his stats I drew inspiration from the examples given in the book. I was sort of using the martial brick example. And combined ironclad and green dragon. He is durable like ironclad and his ocv dcv and speed reflect his martial arts. My rational for the killing attack was that it seemed several of the example characters had one, so I thought maybe I needed one. And he had no special moves. So I figured it would represent a Ki strike, like a death blow. i had thought of maybe shaving points from ki strike by removing stun dmg or something. I don’t fully understand how things work yet. His dex was meant to represent his speed and his agility skills. I didn’t consider using extra phases to abort, I figured just more attacks. Shows my inexperience.
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