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Edsel

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Posts posted by Edsel

  1. I think it would be within the rules to buy your teleport Usable Simultaneously (+1/2), Usable As Attack (+1), Usable At Range (+1/2). You would have to hit the "victim" with the attack at range, then you'd specify part of the special effects as being that you appear next to them in the blink of an eye just before you both reach your final destination. Of course this would only work on a single target at a time without adding an AE of some sort. It gets pretty expensive with all those Advantages. You could probably justify a (-1/4) Limitation for having to trace your teleport path to the victim and then to the final destination since it would limit your range some.

     

    I think that would be a "legal" way to do it. However, I agree with the majority that the GM probably ought to let the player fudge a bit here to keep with the spirit of it being a heroic action.

  2. Lots of Marvel Folks

     

    Our old campaign took place during the pre-dark phoenix saga. With a few versions of later characters as well. Back then Pete did indeed stay in normal human form whenever he could. Being in his armored form just served to remind him that he wasn't normal. Besides it was a lot easier to interact like a normal person when you arn't made of steel.

     

    I probably need to work on my version of him a little. Now that I reexamine it the OIHID is probably optional. I'm not really sure I like the new way to handle Instant Change but that's probably just me being uncomfortable with something new. I'm getting set in my ways in my older years :D (I'm 41). :eek:

     

    I've got write up for a whole passel of the X-Men: Archangel, Banshee, Beast, Bishop, Cannonball, Cyclops, Gambit, Havok, Ice Man, Jubilee, Marvel Girl, Nightcrawler, Phoenix, Polaris, Psylocke, Rogue, Shadowcat, Siryn, Storm, Strong Guy, Sunfire, Professor X and Wolverine. Colossus was my character.

     

    A lot of Avengers: Black Knight, Captian America, Hawkeye, Iron Man (including Anthony Stark, Iron Man Mk. V, VI & VII), Hercules, Living Lightning, Ms Marvel (Carol Danvers (sp?)), Thor & Wasp. I played Iron Man in this group.

     

    Other Marvel Heros: Daredevil, Demolition Man, Diamondback, Falcon, Iron Fist, Moon Knight, Silver Sable, Spider-Man, Witchfire. I'd run Demolition Man whenever we played the variant we called Captian America & His Amazing Friends.

     

    The Thunderbolts (remember them?): Jolt, Atlas, MACH-1, Moonstone & Songbird

     

    From the Shi'ar Imperial Guard I have: Earthquake, Fang, Gladiator, Hussar, Manta, Neutron (originally Quasar), Oracle, Smasher, Starbolt, Titan and Warstar (C'Cil & B'Nee)

     

    Neutrals (sometimes villians): Crimson Dynamo, Hulk

     

    Villians: Absorbing Man, AIM Agents, Batroc the Leaper, Bulldozer (member of Wrecking Crew), Bullseye, Crossbones, Doctor Doom, Emma Frost (White Queen of the Hellfire Club), Hellfire Mercenaries (agents), HYRDA (Assault Agents & Commandos), Jack O'lantern, Juggernaut, Klaw (and a Sonic Ape), Harry Leland (Black Bishop of the Hellfire Club), Machete, Machinesmith, Magneto, Mastermind (Jason Wyngarde of the Hellfire Club), Donald Pierce (White Bishop of the Hellfire Club), Piledriver (Wrecking Crew), Selene (Black Queen of the Hellfire Club), Sebastian Shaw (Black King of the Hellfire Club), Silver Dreadnoughts, Spymaster, Thunderball (Wrecking Crew), Titania, Ultron-11, Wrecker (leader of the Wrecking Crew), Zaran and Baron Zemo II

     

    The Bad News is that, aside from Colossus, I haven't put any of them into Hero Designer format yet.:( However, as time permits I might start converting some of them.

  3. Here is the version of Colossus that I played in our old X-Men campaign. This is a Silver/Bronze Age version and I just updated it from 3rd Ed. Hero System. There were a lot of tweaks to the Hero system in this old campaign, not the least of which was a complete redo of the STR chart (for instance 35 STR = 1 ton lift, 62 STR = 10 tons, 81 STR = 50 tons, 89 STR = 100 tons, etc.)

     

    When we played this game we played it for fun alone. XP were rarely awarded by the GM. Our take on this was that the Colossus from issue 60 was really no different that the Colossus that appeared in issue 80. Whenever the character in the comic appeared to have changed we'd change our write-up of them.

     

    Colossus

     

    Val Char Cost
    78/88 STR 15
    20 DEX 30
    30 CON 26
    12/13 BODY 4
    10 INT 0
    18 EGO 10
    20 PRE 5
    16 COM 3
    24/45 PD 5
    24/45 ED 5
    4 SPD 0
    23 REC 2
    60 END -3
    87/88 STUN 3
    6" RUN02" SWIM05" LEAP0Characteristics Cost: 105

     

    Cost Power END
    Living Steel Powers
    60 1) Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points); Only In Heroic Identity (-1/4)
    31 2) Life Support , Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Safe in High Pressure, Safe in High Radiation, Safe in Intense Cold, Safe in Intense Heat, Safe in Low Pressure/Vacuum, Self-Contained Breathing (39 Active Points); Only In Heroic Identity (-1/4)
    8 3) Density Increase (200 kg mass, +5 STR, +1 PD/ED, -1" KB), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (10 Active Points); Only In Heroic Identity (-1/4)
    8 4) Growth (+5 STR, +1 BODY, +1 STUN, -1" KB, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide, 200 kg mass), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (10 Active Points); Only In Heroic Identity (-1/4)
    4 5) Power Defense (5 points) (5 Active Points); Only In Heroic Identity (-1/4)
    Living Steel Increased Characteristics
    35 1) +53 STR (53 Active Points); Only In Heroic Identity (-1/4), STR does not add to Jump (-1/4) 5
    11 2) +7 CON (14 Active Points); Only In Heroic Identity (-1/4)
    5 3) +3 EGO (6 Active Points); Only In Heroic Identity (-1/4)
    4 4) +5 PRE (5 Active Points); Only In Heroic Identity (-1/4)
    2 5) +3 PD (3 Active Points); Only In Heroic Identity (-1/4)
    10 6) +13 ED (13 Active Points); Only In Heroic Identity (-1/4)
    8 7) +1 SPD (10 Active Points); Only In Heroic Identity (-1/4)
    13 8) +16 STUN (16 Active Points); Only In Heroic Identity (-1/4)
    2 9) +6 END (3 Active Points); Only In Heroic Identity (-1/4)
    7 Instant Change: Transform 2d6: From Civilian ID into Colossus Form (Cosmetic) (10 Active Points); Limited Target Own Clothing Only (-1/2) 1
    3 Mental Resistance Training: +5 Mental Defense (9 points total) (5 Active Points); Limited Power Not vs. EGO Attacks (-1/2)
    Powers Cost: 211

     

    Cost Martial Arts Maneuver
    4 Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    2 Punch: 1/2 Phase, +0 OCV, +2 DCV, Strike
    3 Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
    3 Upper Cut: 1/2 Phase, -2 OCV, +1 DCV, Strike +2d6
    Martial Arts Cost: 12

     

    Cost Skill
    1 Breakfall 8-
    3 Language: English (Russian is native) (completely fluent)
    2 Navigation (Air, Land) 8-
    3 Paramedics 11-
    4 PS: Artist 13-
    2 PS: Farmer 11-
    3 Survival (Arctic/Subarctic, Mountain, Temperate/Subtropical) 8-
    1 Systems Operation 8-
    18 TF: Common Motorized Ground Vehicles, Agricultural & Construction Vehicles, Combat Aircraft, Equines, Helicopters, Large Planes, Parachuting, Basic, SCUBA, Skating (iceskating or rollerskating), Skiing (snow), Sleds, Small Motorized Boats, Small Planes, Small Rowed Boats, Snowmobiles, Tracked Military Vehicles, Wheeled Military Vehicles
    10 +2 with HTH Combat
    3 +1 Throwing
    4 +2 RMod with Throwing
    Skills Cost: 54

     

     

     

     

    Total Character Cost: 382

     

    Val Disadvantages
    10 Psychological Limitation: Loyality to the X-Men (Uncommon; Strong)
    15 Psychological Limitation: Code vs. Killing (Common; Strong)
    15 Social Limitation: Secret ID: Pietr Rasputian (Frequently; Major)
    20 Hunted: Sentinels 11- (Mo Pow; Harshly Punish)
    15 Hunted: Magneto 8- (Mo Pow; Harshly Punish)
    15 Hunted: Brotherhood of Evil Mutants 8- (Mo Pow; Harshly Punish)
    15 Hunted: Hellfire Club 8- (Mo Pow; Harshly Punish) [Notes: All of the hunteds are More Powerful because all are groups whose combined might is greater than Colossus alone, except for Magneto who is obviously more powerful.]
    5 Vulnerability: 1 1/2 x STUN EGO Attacks (Uncommon)

    Disadvantage Points: 110

     

    Base Points: 200

    Experience Required: 72

    Total Experience Available: 72

    Experience Unspent: 0

     

    The attached image is the artwork we used. I had to shrink it to less than half its original size to make the size limit.

  4. My Current Character

     

    Below is my character in our current Champions campaign. You may find a few rules violations from the norm but they have been Okayed by our GM.

     

    Enigma

     

    Player: Eddie Sells

     

    Val Char Cost
    13 STR 3
    23 DEX 39
    18 CON 16
    11 BODY 2
    18 INT 8
    20 EGO 20
    18 PRE 8
    12 COM 1
    6/26 PD 3
    7/27 ED 3
    5 SPD 17
    7 REC 0
    36 END 0
    30 STUN 3
    6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 123

     

    Cost Power END
    131 Magical Spells: Variable Power Pool (Magic Pool), 75 base + 56 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (187 Active Points); Variable Limitations (requires -1 1/2 worth of Limitations -3/4), Limited Class Of Powers: Mystic Only (-1/4)
    13 Cloak of Armani: Elemental Control, 40-point powers, all slots: (20 Active Points); OIF (Cloak) Unbreakable (-1/2)
    16 1) Mystic Dampener: (Total: 60 Active Cost, 24 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Not if BODY penetrates other defences (-1/4), Costs Endurance to Activate (-1/4) (uses Personal END) (Real Cost: 15) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Not if BODY penetrates other defences (-1/4), Costs Endurance to Activate (-1/4) (uses Personal END) (Real Cost: 15) 6
    11 2) Mystic Awareness: Danger Sense (Area: General Area, Discriminatory, Function as a Sense, Sensitivity: Out of Combat) (40 Active Points); Costs Endurance Only Costs END to Activate (-1/4) 16- 4
    27 3) Mystic Sphere: Force Field (20 PD/20 ED), Hardened (+1/4), Reduced Endurance 1/2 END (+1/4) (60 Active Points) (uses Personal END) 2
    9 Staff of the Skull: Naked Modifier, Reduced Endurance 1/2 END w/ VPP Spells (+1/4) (19 Active Points); OAF Unbreakable (-1)
    14 Buckle of Baccob: Endurance Reserve (130 END, 5 REC) Reserve: (18 Active Points); IIF (Belt Buckle) Unbreakable (-1/4) REC: (5 Active Points); IIF Unbreakable (-1/4)
    1 Ring of Gonfondlyn: Life Support , Longevity: 800 Years (3 Active Points); Independent (-2), IIF (-1/4)
    2 Ring of Gonfondlyn: Contact w/ Spirit of Gonfondlyn (Contact has: extremely useful powers and knowledge, Very Good relationship with Contact) (8 Active Points); Independent (-2), IIF (-1/4) 12-
    5 Luck 1d6
    Powers Cost: 229

     

     

    Cost Skill
    5 Analyze: Magic 14-
    3 Persuasion 13-
    2 Cryptography (3 Active Points); Only to Read Dead/Ancient Languages (-1/2) 13-
    2 Navigation (Dimensional) 13-
    3 PS: Research (INT-based) 13-
    3 Teamwork 14-
    10 +1 Overall
    6 +2 vs. All Range Modifiers
    3 Linguist
    1 1) Language: Ancient Egyptian (completely fluent); Only to read/write (-1/2)
    1 2) Language: Greek (fluent conversation)
    1 3) Language: French (fluent conversation)
    1 4) Language: Japanese (fluent conversation)
    2 5) Language: Latin (completely fluent)
    1 6) Language: Spanish (fluent conversation)
    3 Scholar
    1 1) KS: Demons 11-
    2 2) KS: Magic (INT-based) 13-
    1 3) KS: Magical Para-normals 11-
    1 4) KS: Magic Items 11-
    1 5) KS: Mythology & Legends 11-
    1 6) KS: O.R.I. 11-
    3 Scientist
    1 1) SS: Anthropology 11-
    2 2) SS: Archeaology (INT-based) 13-
    2 3) SS: Linguistics (INT-based) 13-
    Skills Cost: 62

     

    Cost Perk
    2 Fringe Benefit: Security Clearance
    5 Custom Perk
    4 Reputation (A medium-sized group; 14-) +2/+2d6
    3 Contact (Contact has: useful Skills or resources, Good relationship with Contact) 8-
    1 Contact (Contact limited by identity, Good relationship with Contact) 8-
    6 Vehicles & Bases (30 Base, 0 Disad)
    Perks Cost: 21

     

     

     

    Total Character Cost: 435

     

    Val Disadvantages
    15 Social Limitation: Secret ID: Larry Wallace (Frequently; Major)
    15 Hunted: Brotherhood Arcane 8- (Mo Pow; Harshly Punish)
    15 Hunted: Edward Vandaleur 11- (As Pow; Harshly Punish)
    5 Hunted: The Lodge 8- (Mo Pow; Watching)
    10 Reputation: Wizard/Warlock 11-
    20 Dependent NPC: The people of ORI 8- (Normal; Unaware of character's adventuring career/Secret ID; Group DNPC: x4 DNPCs; Useful noncombat position or skills)
    10 Dependent NPC: Rachel Leighton, girlfriend 11- (Normal; Useful noncombat position or skills)
    20 Psychological Limitation: Honorable (Common; Total)
    15 Psychological Limitation: In Love with Rachel Leighton (Common; Strong)
    15 Psychological Limitation: Curiosity (Common; Strong)
    10 Distinctive Features: Mystical Aura (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)
    5 Background Bonus

    Disadvantage Points: 155

     

    Base Points: 200

    Experience Required: 80

    Total Experience Available: 80

    Experience Unspent: 0

     

    I'll try to post the character background later if I can make the time. O.R.I. is Odyssey Research Institute, for whom he works while in civilian ID. ORI is a sort of National Geographic Society that funds archeaological expeditions around the world.

     

    The attachment is a picture of the character. I have a miniature of this character that looks almost exactly like this art except that the staff is topped by a skull.

  5. I picked up my copy today. My FLGS got only one copy much to their disappointment. I got there just in time to buy it.:D

     

    This is actually quite odd since we usually end up getting things in about a week or so behind the first posts I see about it on the boards.:confused:

     

    I am really happy to have this since my character is a Supermage with a VPP. This should be invaluable.

  6. My original thought on this was to buy it as a detect with megascale. However I cannot find an adder or advnatage that allows a detect to perceive another dimension. Below is the detection itself. But I do not believe that the way it is built would allow it to see across to another dimension.

    Detect: Magical Disturbances A Class Of Things 11-, Discriminatory, Increased Arc of Perception: 360-Degree, Megascale (1" = 100000 km; +1 1/2), Can Be Scaled Down: 1" = 1km (+1/4) (47 Active Points); OAF Immobile (-2), Extra Time (1 Turn (Post-Segment 12); -1 1/4) Cost = 11 Real Points.

    I guess I could also buy Clairsentience for the base to allow it to use the magic detector but that seems pretty expensive. I've got the points for it if I have to go that route but it seems that there ought to be a cheaper way.

  7. I am currently building a sanctum for my super-mage. I am locating the base in an extra-dimensional pocket. I am trying to design a magic detector into the base. I want the detector to detect magical disturbances anywhere on the earth. It would be similar to the X-Men's computer Cyrebro (sp?) that detects mutant activity world wide, except of course this would be geared toward magical phenomena. However, since the detector will be located in another dimension, I am confused about how to build it. Anybody got any ideas? Help!

  8. Originally posted by Agent Escafarc

    This is the HERO system you can build Chucking as a Skill, Martial Manuever, Power, Vehicle/Follower, or Disavantage:D all you need is the right tools;)

    Somebody needs to build a Chucking Prefab for Hero Designer? :D
  9. This might be a little challenging, but fun as well. I just, literally, yesterday got my copy of Hero Designer. I'll be out of town tomorrow. However, as soon as I can get some free time I'll give designing Judge Dredd a shot.

     

    How do I get it exported to a form that will look good on a discussion board message?

  10. Re: Contacts, Language and Teleportation

     

    Originally posted by CourtFool

    How would you build the Mistress of Knowledge who can understand and speak every Earth language? Buying every single language individually is expensive and in llama's opinion contrary to the 5 points for x2 theme so prevalent throughout the HERO System. Llama never really liked Universal Translator either because of its required skill roll and native accent restrictions.

     

    I had to do something similar to this with our base's AI. Universal translator is only good for two-way communication. In other words you cannot just sit down and write a letter in Japanese with Universal Translator, it must be two-way communication.

     

    My solution was a 6 point VPP, No skill roll required, 0 Phase action to change pool, only for languages. It works pretty good. Of course you'd have to boost the point in the pool if you want to understand more that one language in a phase.

  11. From the Rules FAQ:

     

    Q: If you start a Phase prone for some reason other than falling, being Thrown, or taking Knockback (perhaps you were lying on the ground resting), can you still use Breakfall to get to your feet without taking a Half Phase Action?

     

    A: Yes.

    In our game last night one of the player characters was hit by an attack which knocked him out and knocked him back as well. In a couple of phases the character had recovered back to consciousness. Should that character be allowed to use his Breakfall skill to stand as a 0 PHA action?

  12. Re: I've been on a mythology kick...

     

    Originally posted by winterhawk

    I.S.I.S. - Intergrated Sentient Intelligence System

     

    Kinda (if you turn your head and squint) goes with the 'shiny' of silver and the bird of prey motif (Isis' son was Horus, the hawk headed god).

    I've ended up going with ISIS. In addition to the logic behind winterhawk's suggestion, two of the characters in the group have some archeological connections that made it fit really well.

     

    Thanks to everybody for their suggestions though:)

  13. Originally posted by winterhawk

    Hmmm, what's the team name? Did a player invent it, and if so what is the characters name? It's sometimes easier to derive a slick name if its related to the creator.

     

    BTW, all superteam computers in my universe are manufactued by a company called TroubAlert :P

    The team name is the Silver Sentinels. Our Superhero team was around many months before Guardians of Order produced their game. We figure its just a coincidence but our lawyers are looking into it ;)

     

    The story on the computer is that it was invented by the character Peregrin and his DNPC brother (a computer wiz/ex-con computer hacker).

  14. Below are the House Rules we've use in some of our campaigns. They were originally written for Fantasy Hero.

     

    To Hit Roll = 3 This is a level 1 Critical Hit. The attacker may roll 2d6 to try and get more 1s. Each additional 1 rolled results in a higher level Critical Hit. One additional 1 is a level 2 Critical and 'snake-eyes' would be a level 3 Critical Hit. See Critical hit effects below.

     

    To Hit Roll = 4 Automatic (normal) hit.

     

    To Hit Roll = 17 Automatic (normal) miss.

     

    To Hit Roll = 18 This is a level 1 Fumble. The attacker must roll 2d6 hoping to avoid more 6s. Each additional 6 rolled results in a increased Fumble level. One additional 6 is a level 2 Fumble and 'box-cars' would be a level 3 Fumble. See Fumble effects below.

     

    Level Critical Hit 1 = Attacker can choose to pick his hit location or do an automatic level of Find Weakness.

    Level Critical 2 = Attacker picks hit location and gains an automatic Find Weakness.

    level Critical 3 = Gain all the benefits of level 2 plus automatic maximum damage.

     

    Level 1 Fumble = Make STR roll or drop weapon, alternatively the character suffers 1 level of Unluck.

    Level 2 Fumble = Character flings weapon 1d6-1 hexes away in a random direction, or suffers 2 levels of Unluck.

    Level 3 Fumble = Fling Weapon (as above) and make DEX roll to remain standing and -2 DCV till next PHA even if DEX roll is made. Alternatively character suffers 3 levels of Unluck.

     

    Final Note: We have also used the rule that making your to hit roll by 10 or more resulted in a Critical hit even if that roll is higher than a 3.

  15. a 16" shell weighs 2700 lbs, at least 1/2 of this is explosive. . .
    I hate to be a stickler for detail but the Mark 8 APC shell for the 16"/50 Mk. 7 guns, fired by the Iowa-class battleships, contain a "bursting charge" of only 40.5 lbs. of high explosives. The main damaging force of these projectiles is the tremendous kinetic energy delivered by a 2700 lb. shell traveling at an average of 2000 feet per second (1300 MPH+).

     

    I love big guns.:)

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