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BenKimball

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  1. Just testing KS' export template - please ignore Combat Information Page Character Name: Bulwark Alternate Identities: Simon Kimbrough Player Name: Ben Kimball CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 10 STR 10 0 10/70 11- / 23- HTH Damage 2d6/14d6 END [1/7] 10 DEX 10 0 10/20 11- / 13- OCV 3/7 DCV 3/7 13 CON 10 6 13/23 12- / 14- 10 BODY 10 0 10/15 11- / 12- 18 INT 10 8 18 13- PER Roll 13- 14 EGO 10 8 14 12- ECV: 5 10 PRE 10 0 10 11- PRE Attack: 2d6 6 COM 10 -2 6 10- 3 PD 2 1 3/35 3/35 PD (3/32 rPD) 3 ED 3 0 3/35 3/35 ED (3/32 rED) 2 SPD 2.0 0 2/5 Phases: 6, 12/3, 5, 8, 10, 12 5 REC 5 0 5/19 26 END 26 0 26/46 22 STUN 22 0 22/62 6" Running 6 0 6" 0" Swimming 2 -2 0" 2"/1"" Leaping 2 0 2"/14" 19 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 0 Unspent: 0 Base Points: 200 Disad Points: 150 Total Points: 350 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 0" [ NC] H. Leap (2") 2"/14" V. Leap (1") 1"/7" APPEARANCE Hair Color: Black Eye Color: Blue Height: 7' 6" Weight: 600 lbs Description: Simon Kimbrough is virtually always seen wearing his dark-colored, sinister-looking powered battlesuit. Fashioned at great expense by the U.S. Army from Questionite, only one other like it exists on Earth: that worn by the Army's other powered armor super-soldier, Simon's brother Christopher (aka Fusillade). There's no mistaking the suit for anything other than an expensive piece of military hardware. When not in the suit, however, Simon goes to great lengths to remain unseen. The bonding process that the Army MAP scientists subjected him to left him hideously scarred and hairless. His skin is festooned with various "biointerface ports" which attach to probes on the inside of his battlesuit. Despite the pain and discomfort of "suiting up," Simon prefers to stay in his Bulwark identity as much as possible to avoid the social stigma of his brutal disfigurement. Personality: The tremendous power and agility afforded Simon by the Bulwark suit has led to a mildly split personality. When outside of the suit, Simon is reclusive, withdrawn, and bitter. In his life as Bulwark, however, he is transformed into an outgoing, affably confident soldier. Simon remembers his service as a U.S. Army Ranger with great pride, and follows its Creed meticulously in either situation. DEFENSES Type Amount Notes Physical Defense 3/35 Current BODY: Res. Phys. Defense 3/32 Energy Defense 3/35 Current END: Res. Energy Defense 3/32 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 3/7 DCV: 3/7 Combat Skill Levels: +5 with All Combat COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 POWERS Cost Power END Battlesuit, all slots: OIF (-1/2), Real Armor (-1/4) 16 1) Fusion Power Reactor: Endurance Reserve (80 END, 20 REC) 47 2) Questionite Plates: Armor (20 PD/20 ED) plus Damage Resistance (12 PD/12 ED) plus +10 ED 34 3) Servo Actuators: +60 STR (uses END Reserve) 6 17 4) Auto-Med Systems: +10 CON plus +5 BODY 28 5) Computer-Enhanced Reflexes: +10 DEX plus +2 SPD 6 6) Shielded Helmet: Flash Defense (6 points) (Sight Group) plus Flash Defense (6 points) (Hearing Group) 6 7) Gyroscopic Balance: Knockback Resistance -5" 3 8) Exquisite Craftsmanship: Lack Of Weakness (-5) for Resistant Defenses 6 9) CO2 Recycler: Life Support , Self-Contained Breathing 12 10) Advanced Radar/Comm: High Range Radio Perception (Targeting Sense) 22 Autocannon - Urban Pacification Loadout: Multipower, 50-point reserve, all slots: OAF (-1), Real Weapon (-1/4) 2u 1) Sonic Disruptor Ray: Energy Blast 10d6 (vs. ED), STUN Only (+0); Beam (-1/4) (uses END Reserve) 5 2u 2) Sonic Concussion Blast: Energy Blast 5 1/2d6 (vs. ED), Double Knockback 2x KB (+3/4) (uses END Reserve) 5 1u 3) Flashbang Grenade: Flash 3d6 (Sight Group), Additional Sense Group: Hearing Group, 16 Charges (+0), Explosion (+1/2) 1u 4) Smoke Grenade: Darkness to Sight Group 3" radius, 16 Charges (+0) 2u 5) Capturefoam Grenade: Entangle 5d6, 5 DEF, 16 Charges (+0); Cannot Form Barriers (-1/4) 205 Total Powers Cost PERKS Cost Name 3 Fringe Benefit: Federal Police Powers 7 Fringe Benefit: Security Clearance 6 Highly Decorated American Military Hero: Reputation (throughout Earth; 14-) +2/+2d6 12 U.S. Army: Contact (Very Good relationship with Contact), Organization Contact (+2) 11- 28 Total Perks Cost TALENTS Cost Name Onboard Computer, all slots: OIF (-1/2) 2 1) Rangefinder Program: Absolute Range Sense 2 2) Chronometer Program: Absolute Time Sense 2 3) Compass Program: Bump Of Direction 2 4) Calculator Program: Lightning Calculator 8 Total Talents Cost SKILLS Cost Name Onboard Computer, all slots: OIF (-1/2) 27 1) Tactical Weapon Systems Program: +5 with All Combat 3 2) Auto-avoidance Program: Defense Maneuver: I-II 6 3) Targeting Program: +6 vs. Range Mod. with Autocannon 3 Bureaucratics 11- 3 Combat Driving 11- (13-) 3 Cryptography 13- 3 Demolitions 13- 3 KS: U.S. Military Procedure & Protocol (INT-based) 13- 3 Mechanics 13- 2 Navigation (Land) 13- 3 Paramedics 13- 5 PS: Soldier (INT-based) 15- 5 Tactics 14- 5 Teamwork 12- (14-) 5 TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, Tracked Military Vehicles, Wheeled Military Vehicles 9 WF: Emplaced Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons 2 Weaponsmith (Firearms) 13- 90 Total Skills Cost DISADVANTAGES Cost Disadvantage 20 Distinctive Features: Hideously Scarred (out of suit) or Huge Battle Armor (in suit) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Hunted: Radical Islamic Terrorists 8- (As Pow; Kill) 10 Physical Limitation: Extremely Heavy and Bulky (Frequently; Slightly Impairing) 15 Psychological Limitation: Must bring Randall Gordon (Armadillo) to justice (Uncommon; Total) 20 Psychological Limitation: Ranger Creed (Common; Total) 15 Social Limitation: Public ID (Simon Kimbrough) (Frequently; Major) 25 Social Limitation: Subject to Orders (Very Frequently; Severe) 10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon) 25 Watched: U.S. Army 14- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) 150 Total Disadvantages Cost Height: 7' 6" Hair: Black Weight: 600 lbs Eyes: Blue Appearance: Simon Kimbrough is virtually always seen wearing his dark-colored, sinister-looking powered battlesuit. Fashioned at great expense by the U.S. Army from Questionite, only one other like it exists on Earth: that worn by the Army's other powered armor super-soldier, Simon's brother Christopher (aka Fusillade). There's no mistaking the suit for anything other than an expensive piece of military hardware. When not in the suit, however, Simon goes to great lengths to remain unseen. The bonding process that the Army MAP scientists subjected him to left him hideously scarred and hairless. His skin is festooned with various "biointerface ports" which attach to probes on the inside of his battlesuit. Despite the pain and discomfort of "suiting up," Simon prefers to stay in his Bulwark identity as much as possible to avoid the social stigma of his brutal disfigurement. Personality: The tremendous power and agility afforded Simon by the Bulwark suit has led to a mildly split personality. When outside of the suit, Simon is reclusive, withdrawn, and bitter. In his life as Bulwark, however, he is transformed into an outgoing, affably confident soldier. Simon remembers his service as a U.S. Army Ranger with great pride, and follows its Creed meticulously in either situation. Personality: The tremendous power and agility afforded Simon by the Bulwark suit has led to a mildly split personality. When outside of the suit, Simon is reclusive, withdrawn, and bitter. In his life as Bulwark, however, he is transformed into an outgoing, affably confident soldier. Simon remembers his service as a U.S. Army Ranger with great pride, and follows its Creed meticulously in either situation. Quote:"Never shall I fail my comrades! Rangers lead the way!" Background: Five years after the disastrous result of the first Man Amplification Project (MAP) in 1993, which resulted in the creation of the villain Armadillo and the destruction of valuable resources and personnel, the U.S. Army decided that MAP II was ready for testing. Two suits were built, and the call for volunteers was quietly circulated. The Kimbrough family of southwest Louisiana, with its long tradition of military service, had two boys in the U.S. Army Rangers, both captains: Simon and Christopher. They were selected for the dangerous assignment from the thousands of volunteers in part due to their family legacy, but also for their astounding physical condition and ability to withstand pain. For Simon's brother Christopher, the project was a stunning success; man and machine bonded smoothly into a super soldier known as Fusillade. For Simon, however, something went wrong. His body rejected the chemical treatments of the bonding process, resulting in horrible pain for the young Ranger as his skin began to melt and slough off his bones. Only the quick intervention of a team of Army surgeons was able to save his life, at the cost of terrible disfigurement to Simon. Unwilling to abandon the second half of their project, the scientists pressed on, eventually installing dozens of biomechanical "ports" in Simon's body which would interface with the suit. During the long, agonizing procedure, Simon's brother Christopher sat by him, reciting the Ranger Creed. At times it was the only thing that kept Simon sane. When the project was finally completed successfully, Simon practically leaped into the suit, relishing its strength and power, and its constant reminder of his successful completion of the hardest mission of his life. Simon, now known as Bulwark to the world, has nothing but scorn for Randall Gordon, the Project Sunburst survivor who was the subject of the first MAP program, and who now roams America as the supervillain Armadillo. Bulwark has sworn to bring Gordon to justice. Powers/Tactics: Not just a hulking mass of Questionite, Bulwark is quite intelligent and has extensive training in the tactics and strategy of warfare. He always tries to fight on his own terms, laying careful plans or ambushes to ensure victory. His onboard computer systems grant him tremendous accuracy at range, and devastating power in hand-to-hand combat. Relatively slow at a run, Bulwark often uses the small "jump jets" built into his suit to literally leap into combat. The Army maintains a number of distinct weapon loadouts for the Bulwark and Fusillade suits. This version of Bulwark's weaponry is typical for urban pacification missions and is largely nonlethal. Campaign Use: Brick,law enforcement, military liaison. Character created with Hero Designer (version 1.47)
  2. D'oh! Here he is again. The cost savings let me add Life Support back in and boost the armor to the campaign max. I'm a happy camper. Thanks! Ben Bulwark Player: Ben Kimball Val Char Cost 10/70 STR 0 10/20 DEX 0 13/23 CON 6 10/15 BODY 0 18 INT 8 14 EGO 8 10 PRE 0 6 COM -2 3/35 PD 1 3/35 ED 0 2/5 SPD 0 5/19 REC 0 26/46 END 0 22/62 STUN 0 6" RUN00" SWIM-22"/14" LEAP0Characteristics Cost: 19 Cost Power END Battlesuit, all slots: OIF (-1/2), Real Armor (-1/4) 16 1) Fusion Power Reactor: Endurance Reserve (80 END, 20 REC) 47 2) Questionite Plates: Armor (20 PD/20 ED) plus +10 ED plus Damage Resistance (12 PD/12 ED) 34 3) Servo Actuators: +60 STR (uses END Reserve) 6 17 4) Auto-Med Systems: +10 CON plus +5 BODY 28 5) Computer-Enhanced Reflexes: +10 DEX plus +2 SPD 6 6) Shielded Helmet: Flash Defense (6 points) (Sight Group) plus Flash Defense (6 points) (Hearing Group) 6 7) Gyroscopic Balance: Knockback Resistance -5" 3 8) Exquisite Craftsmanship: Lack Of Weakness (-5) for Resistant Defenses 6 9) CO2 Recycler: Life Support , Self-Contained Breathing 12 10) Advanced Radar/Comm: High Range Radio Perception (Targeting Sense) 22 Autocannon - Urban Pacification Loadout: Multipower, 50-point reserve, all slots: OAF (-1), Real Weapon (-1/4) 2u 1) Sonic Disruptor Ray: Energy Blast 10d6 (vs. ED), STUN Only (+0); Beam (-1/4) (uses END Reserve) 5 2u 2) Sonic Concussion Blast: Energy Blast 5 1/2d6 (vs. ED), Double Knockback 2x KB (+3/4) (uses END Reserve) 5 1u 3) Flashbang Grenade: Flash 3d6 (Sight Group), Additional Sense Group: Hearing Group, 16 Charges (+0), Explosion (+1/2) 1u 4) Smoke Grenade: Darkness to Sight Group 3" radius, 16 Charges (+0) 2u 5) Capturefoam Grenade: Entangle 3d6, 3 DEF, 16 Charges (+0), Area Of Effect (One Hex; +1/2); Cannot Form Barriers (-1/4) Powers Cost: 205 Cost Skill Onboard Computer, all slots: OIF (-1/2) 27 1) +5 with All Combat 3 2) Defense Maneuver: I-II 6 3) +6 vs. Range Mod. with Autocannon 3 Bureaucratics 11- 3 Combat Driving 11- (13-) 3 Cryptography 13- 3 Demolitions 13- 3 KS: U.S. Military Procedure & Protocol (INT-based) 13- 3 Mechanics 13- 2 Navigation (Land) 13- 3 Paramedics 13- 5 PS: Soldier (INT-based) 15- 5 Tactics 14- 5 Teamwork 12- (14-) 5 TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, Tracked Military Vehicles, Wheeled Military Vehicles 9 WF: Emplaced Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons 2 Weaponsmith (Firearms) 13- Skills Cost: 90 Cost Perk 3 Fringe Benefit: Federal Police Powers 7 Fringe Benefit: Security Clearance 6 Reputation (throughout Earth; 14-) +2/+2d6 12 U.S. Army: Contact (Very Good relationship with Contact), Organization Contact (+2) 11- Perks Cost: 28 Cost Talent Onboard Computer, all slots: OIF (-1/2) 2 1) Absolute Range Sense 2 2) Absolute Time Sense 2 3) Bump Of Direction 2 4) Lightning Calculator Talents Cost: 8 Total Character Cost: 350 Val Disadvantages 20 Distinctive Features: Hideously Scarred (out of suit) or Huge Battle Armor (in suit) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Hunted: Radical Islamic Terrorists 8- (As Pow; Kill) 10 Physical Limitation: Extremely Heavy and Bulky (Frequently; Slightly Impairing) 15 Psychological Limitation: Must bring Randall Gordon (Armadillo) to justice (Uncommon; Total) 20 Psychological Limitation: Ranger Creed (Common; Total) 15 Social Limitation: Public ID (Simon Kimbrough) (Frequently; Major) 25 Social Limitation: Subject to Orders (Very Frequently; Severe) 10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon) 25 Watched: U.S. Army 14- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  3. For the curious Campaign limits are: Max STR 70 Max DEF 35 Max AP 60 Max DC 10 Max CV 12 Max DEX 26 Mac SPD 5 Four-color Supers: heroes don't kill. Cheers! Ben
  4. BenKimball

    Bulwark

    For my first powered armor hero, I swiped a name from Champions Universe and imagined a character around it. I'd be happy to hear any comments/criticism. Cheers! Bulwark Player: Ben Kimball Val Char Cost 70 STR 0 20 DEX 0 23 CON 6 15 BODY 0 18 INT 8 14 EGO 8 10 PRE 0 6 COM -2 30 PD 8 30 ED 7 5 SPD 0 5 REC 0 26 END 0 50 STUN 0 6" RUN00" SWIM-214" LEAP0Characteristics Cost: 33 Cost Power END Battlesuit, all slots: OIF (-1/2), Real Armor (-1/4) 16 1) Fusion Power Reactor: Endurance Reserve (80 END, 20 REC) 34 2) Questionite Plates: Armor (20 PD/20 ED) 27 3) Servo Actuators: +60 STR; No Figured Characteristics (-1/2) (uses END Reserve) 6 29 4) Auto-Med Systems: +10 CON; No Figured Characteristics (-1/2) plus +5 BODY; No Figured Characteristics (-1/2) plus +28 STUN 28 5) Computer-Enhanced Reflexes: +10 DEX plus +2 SPD 6 6) Shielded Helmet: Flash Defense (6 points) (Sight Group) plus Flash Defense (6 points) (Hearing Group) 6 7) Gyroscopic Balance: Knockback Resistance -5" 3 8) Exquisite Craftsmanship: Lack Of Weakness (-5) for Resistant Defenses 12 9) Advanced Radar/Comm: High Range Radio Perception (Targeting Sense) 22 Autocannon - Urban Pacification Loadout: Multipower, 50-point reserve, all slots: OAF (-1), Real Weapon (-1/4) 2u 1) Sonic Disruptor Ray: Energy Blast 10d6 (vs. ED), STUN Only (+0); Beam (-1/4) (uses END Reserve) 5 2u 2) Sonic Concussion Blast: Energy Blast 5 1/2d6 (vs. ED), Double Knockback 2x KB (+3/4) (uses END Reserve) 5 1u 3) Flashbang Grenade: Flash 3d6 (Sight Group), Additional Sense Group: Hearing Group, 16 Charges (+0), Explosion (+1/2) 1u 4) Smoke Grenade: Darkness to Sight Group 3" radius, 16 Charges (+0) 2u 5) Capturefoam Grenade: Entangle 3d6, 3 DEF, 16 Charges (+0), Area Of Effect (One Hex; +1/2); Cannot Form Barriers (-1/4) Powers Cost: 191 Cost Skill Onboard Computer, all slots: OIF (-1/2) 27 1) +5 with All Combat 3 2) Defense Maneuver: I-II 6 3) +6 vs. Range Mod. with Autocannon 3 Bureaucratics 11- 3 Combat Driving 13- 3 Cryptography 13- 3 Demolitions 13- 3 KS: U.S. Military Procedure & Protocol (INT-based) 13- 3 Mechanics 13- 2 Navigation (Land) 13- 3 Paramedics 13- 5 PS: Soldier (INT-based) 15- 5 Tactics 14- 5 Teamwork 14- 5 TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, Tracked Military Vehicles, Wheeled Military Vehicles 9 WF: Emplaced Weapons, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Shoulder-Fired Weapons, Small Arms, Vehicle Weapons 2 Weaponsmith (Firearms) 13- Skills Cost: 90 Cost Perk 3 Fringe Benefit: Federal Police Powers 7 Fringe Benefit: Security Clearance 6 Reputation (throughout Earth; 14-) +2/+2d6 12 U.S. Army: Contact (Very Good relationship with Contact), Organization Contact (+2) 11- Perks Cost: 28 Cost Talent Onboard Computer, all slots: OIF (-1/2) 2 1) Absolute Range Sense 2 2) Absolute Time Sense 2 3) Bump Of Direction 2 4) Lightning Calculator Talents Cost: 8 Total Character Cost: 350 Val Disadvantages 20 Distinctive Features: Hideously Scarred (out of suit) or Huge Battle Armor (in suit) (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 10 Hunted: Radical Islamic Terrorists 8- (As Pow; Kill) 10 Physical Limitation: Extremely Heavy and Bulky (Frequently; Slightly Impairing) 15 Psychological Limitation: Must bring Randall Gordon (Armadillo) to justice (Uncommon; Total) 20 Psychological Limitation: Ranger Creed (Common; Total) 15 Social Limitation: Public ID (Simon Kimbrough) (Frequently; Major) 25 Social Limitation: Subject to Orders (Very Frequently; Severe) 10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon) 25 Watched: U.S. Army 14- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence) Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Background/History: Five years after the disastrous result of the first Man Amplification Project (MAP) in 1993, which resulted in the creation of the villain Armadillo and the destruction of valuable resources and personnel, the U.S. Army decided that MAP II was ready for testing. Two suits were built, and the call for volunteers was quietly circulated. The Kimbrough family of southwest Louisiana, with its long tradition of military service, had two boys in the U.S. Army Rangers, both captains: Simon and Christopher. They were selected for the dangerous assignment from the thousands of volunteers in part due to their family legacy, but also for their astounding physical condition and ability to withstand pain. For Simon's brother Christopher, the project was a stunning success; man and machine bonded smoothly into a super soldier known as Fusillade. For Simon, however, something went wrong. His body rejected the chemical treatments of the bonding process, resulting in horrible pain for the young Ranger as his skin began to melt and slough off his bones. Only the quick intervention of a team of Army surgeons was able to save his life, at the cost of terrible disfigurement to Simon. Unwilling to abandon the second half of their project, the scientists pressed on, eventually installing dozens of biomechanical "ports" in Simon's body which would interface with the suit. During the long, agonizing procedure, Simon's brother Christopher sat by him, reciting the Ranger Creed. At times it was the only thing that kept Simon sane. When the project was finally completed successfully, Simon practically leaped into the suit, relishing its strength and power, and its constant reminder of his successful completion of the hardest mission of his life. Simon, now known as Bulwark to the world, has nothing but scorn for Randall Gordon, the Project Sunburst survivor who was the subject of the first MAP program, and who now roams America as the supervillain Armadillo. Bulwark has sworn to bring Gordon to justice. Personality/Motivation: The tremendous power and agility afforded Simon by the Bulwark suit has led to a mildly split personality. When outside of the suit, Simon is reclusive, withdrawn, and bitter. In his life as Bulwark, however, he is transformed into an outgoing, affably confident soldier. Simon remembers his service as a U.S. Army Ranger with great pride, and follows its Creed meticulously in either situation. Quote: "Never shall I fail a comrade! Rangers lead the way!" Powers/Tactics: Not just a hulking mass of Questionite, Bulwark is quite intelligent and has extensive training in the tactics and strategy of warfare. He always tries to fight on his own terms, laying careful plans or ambushes to ensure victory. His onboard computer systems grant him tremendous accuracy at range, and devastating power in hand-to-hand combat. Relatively slow at a run, Bulwark often uses the small "jump jets" built into his suit to literally leap into combat. The Army maintains a number of distinct weapon loadouts for the Bulwark and Fusillade suits. This version of Bulwark's weaponry is typical for urban pacification missions and is largely nonlethal. Appearance: Simon Kimbrough is virtually always seen wearing his dark-colored, sinister-looking powered battlesuit. Fashioned at great expense by the U.S. Army from Questionite, only one other like it exists on Earth: that worn by the Army's other powered armor super-soldier, Simon's brother Christopher (aka Fusillade). There's no mistaking the suit for anything but an expensive piece of military hardware. When not in the suit, however, Simon goes to great lengths to remain unseen. The bonding process that the Army MAP scientists subjected him to left him hideously scarred and hairless. His skin is festooned with various "biointerface ports" which attach to probes on the inside of his battlesuit. Despite the pain and discomfort of "suiting up," Simon prefers to stay in his Bulwark identity as much as possible to avoid the social stigma of his brutal disfigurement.
  5. Most excellent. One request, if I may be permitted: I'd love to be able to resize the window (specifically, to a tall, narrow format).
  6. I'm trying to reproduce the dragon's tongue arrow from UMA (p. 168) in HD. The book lists the Active Point cost of the arrow as 5. If I buy it as a RKA with the Reduced Endurance (0 END, +1/2) Power Advantage as indicated on p. 173, however, its Active Point cost is 7. So I conclude that it must be bought with Charges, though Recoverable Charges is not listed in its Notes column. The problem is, how many charges? And how do I represent that it needs a bow? (Linked? Or does it need a bow?) I could keep plugging various numbers into HD until the costs matched, but I'd prefer to know the correct method. Thanks very much for any assistance! Cheers, Ben
  7. Be gentle, this is my first character post. Hope you don't mind my taking a little artistic license with your archetype.The DeliveratorWith Apologies to Neal Stephenson Val Char Cost 15 STR 5 20 DEX 30 12 CON 4 11 BODY 2 18 INT 8 10 EGO 0 13 PRE 3 18 COM 4 4/12 PD 1 4/12 ED 2 4 SPD 10 10 REC 10 40 END 8 25 STUN 0 18" RUN02" SWIM09" LEAP0Characteristics Cost: 87Cost Power END 10 In The Nick Of Time: Luck 2d6 Powers Cost: 10Cost Skill 7 Acrobatics 15- 7 Combat Driving 15- 3 Combat Piloting 13- 3 Fast Draw 13- 1 High Society 8- 6 CK: L.A./Cisco Metroplex (INT-based) 16- 3 Lockpicking 13- 1 Mechanics 8- 10 Navigation 18- 8 PS: Urban Delivery 17- 5 Security Systems 14- 9 Streetwise 15- 3 Systems Operation 13- 8 TF: Common Motorized Ground Vehicles, Equines, Helicopters, SCUBA, Skateboarding, Skiing (snow), Small Motorized Boats, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles Skills Cost: 74Cost Perk 3 I Smell Pizza Pie!: Access 3 It's Just The Pizza Guy: Anonymity 6 Not To Be Trifled With: Reputation (Among security personnel; 14-) +3/+3d6 5 Fringe Benefit: International Driver's License, Membership (Mafia), Passport Perks Cost: 17Cost Talent 3 30 Minutes Or It's Free: Absolute Time Sense 5 Hair Trigger: Lightning Reflexes: +3 DEX to act first with All Actions 4 Where's This Pie Going?: Speed Reading (x10) Talents Cost: 12Cost Equipment END 14 Kevlar Bodysuit: Armor (8 PD/8 ED) (24 Active Points); Activation Roll 14- (-1/2), Real Armor (-1/4) 33 Taser: Energy Blast 4d6 (vs. ED), STUN Only (+0), Reduced Endurance 0 END (+1/2), No Normal Defense Standard (+1) (50 Active Points); No Range (-1/2) [Notes: Defense is Hardened ED] 19 Retractable Rollerblades: +12" Running (18" total), x4 Noncombat (29 Active Points); Only On Appropriate Terrain (-1/2) 3 8 Fingertip Suction Cups: Clinging (normal STR) (10 Active Points); Requires an Acrobatics Roll (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.Total Character Cost: 200Val Disadvantages 15 Dependent NPC: Mrs. Livery 14- (Normal; Useful noncombat position or skills) 25 Dependent NPC: Baby Speedy 14- (Incompetent) 15 Hunted: FBI 8- (Mo Pow; Harshly Punish) 25 Psychological Limitation: Must accomplish deliveries at all costs (Very Common; Total) 15 Psychological Limitation: Superstitious (Common; Strong) 5 Rivalry: Professional (Pie Ping Hot; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 0 Normal Characteristic Maxima Disadvantage Points: 100Base Points: 100Experience Required: 0Total Experience Available: 0Experience Unspent: 0Background:Ernest "Speedy" Delanor Livery was born in 2023 to a wealthy family living in the suburbs of the L.A./Cisco metroplex. Nimble and dextrous from a young age, his parents enrolled him in riding lessons, and Ernest gained his nickname after winning his first National Junior Steeplechasers title. As he grew up, however, he traded in his horses for motorbikes, then exotic sports cars, even helicopters, always in search of an adrenaline rush. But things weren't as they seemed at the Livery home; while Speedy was in his freshman year at Stanford his parents were arrested by the FBI for racketeering and other Mob-related crimes. The IRS seized all of the family assets, and Speedy was left with no one to turn to but his godfather, Enzo. Now he works for a living, upholding the Mafia honor by ensuring that every single delivery from Enzo's Pizza arrives in 30 minutes or less, no matter what it takes. Speedy won't let Enzo down.Powers/Tactics: As a deliverer for Enzo's Pizza, Speedy has access to many otherwise secure facilities. Security guards throughout the metroplex know that to delay Speedy is to anger Uncle Enzo, so he never waits for clearance to enter a building or gated community. Speedy is the very best at what he does-- though his chief rival, the Chinese-American Pie Ping Hot, would argue the point.Appearance: A natural jockey, Speedy stands a diminutive 4' 11", but is far more imposing in full dress uniform. His black armored bodysuit fits snugly, and he never removes his black full-face motorcycle helmet while on the job.And my challenge is... Buddhist Warrior-Priest!
  8. Great ideas, guys. I'm not very clear on Trigger. Does it force the triggered power to activate in a specific way? I.e., BouncyMan gets thrown from a skyscraper. He hits the ground and his Leaping triggers automatically. Does he now immediately bounce back up, or does he simply have lots of Leaping inches to use as he sees fit? (Either way could fit the concept.) Also, I do see BouncyMan being vulnerable to pointy objects. I don't think he'd bounce out of a spiked pit, for example; I think he'd pop. Maybe Vulnerability: 2x BODY to physical attacks with sharp objects? Or could I generalize that to 2x BODY from killing attacks? (Wow, that's dangerous.) To keep him playable, maybe his bouncy form is different than his normal body, and the disad could be replaced with an Accidental Change (to normal human body, when "pierced"). Cheers! Ben
  9. I was recently reflecting on how I would convert characters from my old GURPS Supers game to Champions. Everything was pretty straightforward until I got to Harlequin, the clown/acrobat with the rubber body. Harlequin was built with the GURPS Supers Bouncing advantage (p. SU37). It reads: Okay, this seems straightforward. Simply buy PD and Leaping, perhaps in an EC. But GURPS goes on: Phew. Okay, so now we've got the 90% thing. I have no clue how to build that in HERO. Lots of extra Leaping, with a limitation Only after vertical fall? Except it works horizontally. Then we've got Damage Reduction, apparently, with RSR, so that when you hit the ground after the aforementioned 10-story fall, you're unhurt. Except in GURPS you take no damage, not a 75% reduction. Lots of PD again, I guess? Finally, we get to the part I'm really curious about: attacking. It seems to me (and to the artist for GURPS Supers, apparently, for he drew it) that the coolest attack maneuver for BouncyMan would be the Move Through. He bowls in like a giant racquetball, knocks his foe back 30 yards, and rebounds to the place he started from having taken no damage. Wow, this post got long. Sorry about that. To recap: (1) It's really hard to hurt BouncyMan with a physical attack, (2) BouncyMan can move very quickly when bouncing and can survive a fall from any height, and (3) BouncyMan loves to bounce off of you and knock you around. If anyone actually made it this far, I'd really appreciate your input and advice. Cheers! Ben P.S. If you own GURPS Supers, check out the writeup for the bouncing hero Tien Tiao on SU116. Massive extra credit for posting a HERO conversion of him.
  10. No; I didn't notice the error until I put the power into HD and saw that the cost of the HA was 8 instead of 9, and the only difference I could find between its construction and the one I did on paper was the Hand-To-Hand Attack (-1/2) Limitation. Is it equally valid to build weapons as EB (No Range)? Thanks! Ben
  11. Hi Steve. I'm not sure if this is a Hero Designer question, an errata question, or a rules question. Hope it's okay that I've posted it here. I'm trying to add a Bo staff to a character in Hero Designer following the rules given on UMA 173. It appears to me that the real point cost given for the Bo in UMA (p. 172) is one point too high. I suspect that it wasn't purchased with the Hand-To-Hand Attack limitation. Here's how I originally reproduced the weapon: Bo: HA +4d6, Reduced Endurance (0 END, +1/2) (30 Active Points); OAF (-1), Real Weapon (-1/4), Requires Two Hands (-1/2), STR Minimum (8, -1/2) (Real Cost: 9) plus Stretching 1", Reduced Endurance (0 END, +1/2) (7 Active Points); OAF (-1), Always Direct (-1/4), No Noncombat Stretching (-1/4), Only to Cause Damage (-1/2), No Velocity Damage (-1/4) (Real Cost: 2) plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-1/4), Requires Two Hands (-1/2) (Real Cost: 2) Total Active Points 42, Total Real Cost 13. So far so good, this matches UMA. But then I looked up the HA power and saw that it requires the mandatory -1/2 limitation. This would bring the HA portion of the compound power down to an 8 real cost, for a total real cost of 12, lower than specified in UMA. So: am I wrong, is UMA wrong, or is HD wrong? Thanks very much! Ben
  12. Excellent! Thanks very much for your kind advice. Cheers! Ben P.S. Hitchhiker: there's a typo in your signature. Loved that game.
  13. I'm building a martial artist for one of my players. The character's primary weapon is a staff. I've built the staff as a multipower, after deciding that the character can use it in a number of ways. One of these is a "Staff Vault," in which the character can leap great distances using the staff to vault. I decided to build this as Leaping 10". The question is, what power limitation should I use to represent the fact that he needs a running start, in his intended direction of travel, to use his leaping? I've heard that using more than one movement type in a Phase is forbidden, but in this case it seems natural. Any suggestions? I'd been thinking of Extra Time (Full Phase) (-1/2) SFX: Requires half-phase run action before use. Thanks! Ben
  14. Re: Check brain at door This I actually find quite plausible. Cheers! Ben
  15. I'm sure this is an easy one, but I couldn't find an explanation for it. Why are poisons bought as ranged killing attacks with the limitation "No Range"? Or, to put it another way, what has the purchasing character given up in exchange for the -1/2 point break he gets for doing so (when compared to buying an HKA)? Thanks! Ben
  16. Sorry, the new one. I don't have the old one (in fact, I only started playing with the release of 5th). Good luck! Cheers, Ben
  17. Ninja Hero has lots of great info on wuxia-style gaming. Often movement is bought as Teleportation, Must Move Through Intervening Space, Only On Reasonably Level Surfaces (that last one is not always present, depending on the genre). To me, this works best. I don't have the book in front of me, so this is from memory; I highly recommend the book, however. Cheers! Ben
  18. I've since learned more about our foe (we've had another session and fought him again). It was Eclipse, of the Crowns of Krim. I think (I don't own CKC) that he has targeting senses other than sight. He can also desolidify, which is how he ultimately got away. (We flyers gave chase, but then he flew into the ground. Not wanting to dive into the earth alone, I broke off pursuit.) Thanks for all the suggestions; I've got lots of groovy new spells in my grimoire now! I wish I'd thought of the Force Wall, or the Suppress Flight, or even the EB Explosion. Live and learn. Cheers! Ben
  19. I bow to your superior nitpickery. Ben
  20. Would it really pull at 16" at 1" distance, if the power specifies "not within 1" of any object"? Cheers! Ben the nitpicker
  21. Re: OT math question for the math guru's (dice %) 2d6 2: 35:1 against (2.8%) 3: 17:1 against (5.6%) 4: 11:1 against (8.3%) 5: 8:1 against (11.1%) 6: 6.2:1 against (13.9%) 7: 5:1 against (16.7%) 8: 6.2:1 against (13.9%) 9: 8:1 against (11.1%) 10: 11:1 against (8.3%) 11: 17:1 against (5.6%) 12: 35:1 against (2.8%) 2d8 2: 63:1 against (1.6%) 3: 31:1 against (3.1%) 4: 20.3:1 against (4.7%) 5: 15:1 against (6.7%) 6: 10.8:1 against (7.8%) 7: 9.7:1 against (9.4%) 8: 8.1:1 against (10.9%) 9: 7:1 against (12.5%) 10: 8.1:1 against (10.9%) 11: 9.7:1 against (9.4%) 12: 10.8:1 against (7.8%) 13: 15:1 against (6.7%) 14: 20.3:1 against (4.7%) 15: 31:1 against (3.1%) 16: 63:1 against (1.6%) 2d10 2: 99:1 against (1%) 3: 49:1 against (2%) 4: 32.3:1 against (3%) 5: 24:1 against (4%) 6: 19:1 against (5%) 7: 15.7:1 against (6%) 8: 13.3:1 against (7%) 9: 11.5:1 against (8%) 10: 10.1:1 against (9%) 11: 9:1 against (10%) 12: 10.1:1 against (9%) 13: 11.5:1 against (8%) 14: 13.3:1 against (7%) 15: 15.7:1 against (6%) 16: 19:1 against (5%) 17: 24:1 against (4%) 18: 32.3:1 against (3%) 19: 49:1 against (2%) 20: 99:1 against (1%) 3d6 3: 215:1 against (0.5%) 4: 71:1 against (1.4%) 5: 35:1 against (2.8%) 6: 23:1 against (4.2%) 7: 11:1 against (8.3%) 8: 9.3:1 against (9.7%) 9: 8:1 against (11.1%) 10: 7:1 against (12.5%) 11: 7:1 against (12.5%) 12: 7.6:1 against (11.6%) 13: 9.3:1 against (9.7%) 14: 13.4:1 against (6.9%) 15: 20.6:1 against (4.6%) 16: 35:1 against (2.8%) 17: 71:1 against (1.4%) 18: 215:1 against (0.5%) 3d8 3: 511:1 against (0.2%) 4: 169.7:1 against (0.6%) 5: 84.3:1 against (1.2%) 6: 38.4:1 against (2.5%) 7: 33.1:1 against (3.0%) 8: 27.4:1 against (3.5%) 9: 17.3:1 against (5.5%) 10: 13.2:1 against (7.0%) 11: 10.4:1 against (8.8%) 12: 10.1:1 against (9.0%) 13: 9.7:1 against (9.4%) 14: 9.7:1 against (9.4%) 15: 10.1:1 against (9.0%) 16: 11.2:1 against (8.2%) 17: 13.2:1 against (7.0%) 18: 17.3:1 against (5.5%) 19: 23.4:1 against (4.1%) 20: 27.4:1 against (3.5%) 21: 50.2:1 against (2.0%) 22: 84.3:1 against (1.2%) 23: 169.7:1 against (0.6%) 24: 511:1 against (0.2%) 3d10 3: 999:1 against (0.1%) 4: 332.3:1 against (0.3%) 5: 165.7:1 against (0.6%) 6: 82.3:1 against (1.2%) 7: 54.6:1 against (1.8%) 8: 46.6:1 against (2.1%) 9: 34.7:1 against (2.8%) 10: 26.8:1 against (3.6%) 11: 22.8:1 against (4.2%) 12: 17.2:1 against (4.5%) 13: 14.9:1 against (6.3%) 14: 13.5:1 against (6.9%) 15: 12.2:1 against (7.6%) 16: 12.3:1 against (7.5%) 17: 12.3:1 against (7.5%) 18: 12.7:1 against (7.3%) 19: 12.9:1 against (7.2%) 20: 14.9:1 against (6.3%) 21: 17.2:1 against (5.5%) 22: 21.2:1 against (4.5%) 23: 26.8:1 against (3.6%) 24: 34.7:1 against (2.8%) 25: 46.6:1 against (2.1%) 26: 65.7:1 against (1.5%) 27: 99:1 against (1.0%) 28: 165.7:1 against (0.6%) 29: 332.3:1 against (0.3%) 30: 999:1 against (0.1%) 4d6 4d6 is left as an exercise for the reader. Cheers! Ben P.S. These numbers are guaranteed to be mostly correct.
  22. Good idea. Might have been a hard sell to the GM, though. "A hovering, light-focusing lens made of ice?" "Creating periodic air compressions to fashion a sonar sense?" Maybe Nirvana (the fifth element in our game, meaning nothingness/void) would have been the way to go... "Koan quickly enters a trance, and opens his eyes to Nirvana, where everything is one, and sees Dark Seraph's life force floating in the void?" Now I'm thinking, what if I had just summoned a few tons of water to a spot a few inches above the sphere of darkness and let gravity take its course? Great ideas guys, I'm coming up with all kinds of new spells. Cheers! Ben
  23. I like the force wall. Very creative. I'm not sure on the light-based power thing, but only because I don't know the demon's special effect on his darkness. I'm assuming it's a "evil magic" thing, and not simply absence of light, but since my powers are "good magic" perhaps I should have given it a shot. One thing the GM said (and I know he's always right, but...) is that the Darkness was not necessarily centered on the bad guy. This was in response to my "can't I just shoot at the exact center of the darkness sphere, targeting that hex for a DCV of 3?" Granted, I can't see it. But it would have been a lot easier to hit a 3 DCV at 1/2 OCV than to hit the villian's 7 DCV or so. Heh, I feel guilty for even asking, because the GM's always right. But how would you have ruled in this case?
  24. (After busting out the books...) There is that rule forbidding deliberate teleportation of targets into objects, even with UAA, though. Of course the GM would decide if it were "deliberate," but it sounds like it would be in this case. I'm still interested in trying to build it with TP, though. Cheers, Ben
  25. Teleportation, Must Pass Through Intervening Space, Only To Move To Point Of Origin, Explosion? Mind you, I didn't actually look any of that up. Just a random thought.
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