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OctoberRaven

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Everything posted by OctoberRaven

  1. Re: City of Heroes - Online Hero Game Just got back to playing after a slight break. @OctoberRaven I pretty much play Virtue exclusively, as it's 'the' RP server.
  2. I honestly never cared for the Superman character (well, the animated series was awesome, but name one 90s WB cartoon that WASN'T awesome). But I LOVE parodying him. Here's my attempt at a psuedosuperman, the Throwback. By night, he delivers pizzas to frathouses. By day, he is THROWBACK! The last of his ancient alien race raised from birth by an old Kansas couple. Wether he's saving the world or saving his girlfriend Lisa Roberts, Throwback works hard to make Millenium City and the world the best he can, representing Truth, Justice, and that third one! STR 30 DEX 15 CON 30 BODY 15 INT 15 EGO 15 PRE 17 COM 16 PD 15 (25 with 25 RPD in daylight) ED 15 (25 with 25 RED in daylight) SPD 4 REC 15 END 60 STUN 45 Running 6 (16 in Daylight) Swimming 2 Leaping 6 Skills: 12 +4 CSL: Martial Maneuvers 3 Breakfall 12- Perks: 2 Deep Cover (Mild Mannered Pizza Delivery Boy Greg Charles) 15 Reputation: A True Paragon Of Justice (Nationwide), 14-, +5/+5d6 Talents: 3 Bump of Direction Martal Arts: Brick-Fu: 4 Martial Strike (+2 DCV, 16d6) 3 Martial Throw (+1 DCVm 14d6 +v/5, Target Falls) 5 Offensive Strike (-2 OCV, +1 DCV, 18d6) 32 +8 HTH Damage Classes Powers: 12 Power of the Sun: Damage Resistance 15/15, Requires Light 24 The Sun Makes Me Invincible: Armor 10/10, Requires Light 6 Super Senses: +2 vs Range for Hearing/Sight 10 Super Sight: N-Ray (Sight Group) 20 Flight 10'' x4 Noncombat, Requires Light. END = 2 20 Running +10'', x4 Noncombat, Requires Light. END = 2 Disads: 15 DF: Alien (Not concealable, always notices/major reaction, uncommonly-used senses) 30 Susceptibility: Particlate, Radioactive Pieces Of His Destroyed Homeworld, 3d6/segment, Uncommon 20 PL: Code vs Killing (Common, Total) 25 PL: Must Offer Villains A Chance To Surrender (Very Common, Total) 15: DNPC: Lisa Roberts 11- (Normal, Useful Noncombat Position or Skills, Unaware of Secret ID) 15: SL: Secret ID: Al-Aka-Zaam, Last Son Of Particlatia (Occasionally, Severe)
  3. Re: Hero name Raptor Man/Boy/Kid Jurassic Joe and for the fighting game fan in me... Riptor Reptile and for the nostalgic cartoon fan in me... Reptar Mr. T-Rex Edit: And for the GWAR fan in me.... Gor-Gor!
  4. Re: Help With Avoiding Cliches... Here's the most hackneyed thing I could think of, in "answering your questions in parenthesiseses" format. - Why were the chemicals there? (Evil Corporation dumped them there to avoid the EPA) - Who created them? (Evil Coporation) - Was it coincidence that the characters were there to be exposed? (Actually, that was part of their evil master plan!) - Does anyone else have similar powers? Who and why? (The first subjects... when they were alive...) - Are they being watched? Manipulated? (Yes and yes. 60% of the criminals they fight aren't even really criminals!) - What does the military and the governments really know? (Everything. What the evil corporation doesn't know is that the NSA were behind the chemicals being dumped there in the first place. The entire thing is the government working behind the facade of Evil Corporation to develop super-soldiers that will "Liberate" the entire world. But what the government DOESN'T know is that the Evil Corporation knew about this all along and is using it so THEY can take over the world.)
  5. This is a more Four-Color hero than my previous builds. For the purposes of the character, I added a little rivalry with everyone's favorite bad guy, Foxbat His background and other goodies, kept in a spoiler block for those who just want to check out the build itself: STR 16 DEX 25 CON 16 BODY 10 INT 16 EGO 10 PRE 15 COM 10 PD 5 (25/20r in heroic ID) ED 5 (25/20r in heroic ID) SPD 3 REC 10 END 35 STUN 30 Running 9 Swimming 5 Leaping 5 Skills: 5 +5 CSLs for Power Discharge 6 +4 PSLs vs Range for Power Discharge 5 CK: Millenium City 14- 9 Mechanics 15- 9 Inventor 15- 11 CuK: Superheroes 20- 8 CuK: Supervillains 17- Perks: 5 Computer Link 2 Money: Well Off Powers: 35 Power Discharge: EB 10d6, STUN Only, 1/2 End, AP, Side Effects (Loses All Points from Harvesting Power), OIF (Powergloves), Beam, Only In Heroic ID. END = 3 27 Harvesting Power: Transfer Offensive Damage Shield 2d6 (Opp EB to Power Discharge), Delayed Return Rate (5/Minuite), Costs END Only To Activate, Restrainable, OIF (Power Draining Gloves), Incantations ("Activate Charge Mode!"), Only In Heroic ID, END = 6 34 Costume: Armor 20/20, OIF, Real Armor 3 IR Goggles: IR perception (Sight), IIF, Only In Heroic ID 14 Gas Bulltet: EB 4d6, NND (Self Contained Breathing), OAF (Gas Gun), 8 Charges, Only In Heroic ID 15 Oxygen-Powered Jets: Flight 8'', x4 Noncombat, END only to activate, OIF, Only In Heroic ID Disadvantages: 10 Reputation: Creepy, 11- 20 Dependent NPC: Parents 8- (Normal, Unaware of adventuring career, 2 DNPCs) 15 SL: Secret ID Matthew Johnson (Frequently, Major) 15 PL: Code vs Killing (Common, Strong) 15: Hunted: Whichever Villain He Last Fought 11- (As Pow, Harshly Punish) 15 Unluck: 3d6 15: PL: Obsessed with Supers (Common, Strong) 5 Rivalry: Professional (Foxbat, As Pow, Seek To Have "Classic Battles" With, Aware)
  6. Re: Would you like some sub-plots with that? Interesting idea, hope it works out.
  7. Re: [Villain Group] The Cabal of Nightmares Added plot seeds for those who want to steal the Cabal.
  8. Corven_Ren reminded me of a villain I used to have, a Poison Ivy homage known as Humanicide. This is a 700 point villain with 170 Disadvantage points. Pamela Roberts was a botanist working in a nature reserve in Florida, which was destroyed by Mechanon blanketing the field with pesticides to test them out before attempting to use them on the entire world. The pesticides had an unexpected side effect that Mechanon did not anticipate: it caused plant life to take a symbiotic effect on Pamela. Now she is more plant than man, and calls herself Humanicide. Her goals are similar to Mechanon's, except not only her goals are to destroy all human life and technology and reform the world into her own twisted version of Eden. She doesn't work with anyone, period. Humans disgust her and she feels that sentient non-humans are 'close enough'. Her current goal is to develop a poison that is only toxic to the Homo Sapiens species and spread it worldwide. Quote: "Your body is now subject to my experiments. Surrender and this will be much less painless than it has to be." If outnumbered, she'll use her Thorn Bush to slow people down. Then she'll use her Vines, and then her Thorns. Otherwise she'll simply use her Thorns. If necessary she will burrow underground to escape. Plot Seeds: Humanicide has kidnapped a friend or contact of the PCs to experiment on him/her, and plans to test the newest version of her poison. The local park's entrances have been blocked by walls of thorn bushes. Humanicide is living there and will kill anyone who is able to trespass on her new 'habitat' The unthinkable has happened- Humanicide and Mechanon have called a truce to destroy all humanity! If this duo is not disbanded the entire world is in jeopardy. Appearance: She covers herself in flora head to toe. Her chest and midsection is covered in ivy, her arms and legs with vines, and moss in her hair. Her face is covered by a gas mask as she hates the very scent of pollution in the air (it does nothing but disgust her so it's not considered a Susceptibility) STR 26 DEX 30 CON 25 BODY 15 INT 25 EGO 17 PRE 20 COM 15 PD 15 (10r) ED 15 (10r) SPD 6 REC 25 END 60 STUN 60 Running 6 Swimming 2 Leaping 5 Skills: 9 PS: Botanist 20- 9 SS: Chemistry 20- 9 SS: Biology 20- 4 Language: Latin (Completely Fluent, Literate) 3 High Society 13- 5 Cramming 2 Animal Handler (Insects and Anthropods) 13- 7 AK: National Wildlife Reserves in the US 18- 8 Survival (Temperate, Tropical) 16- Perks 10 Reputation: Once the world's top authority on botany (Large group), 11- +5/+5d6 Talents: 5 Eidetic Memory 4 Enviromental Movement (no penalties on forest terrain) Powers: 80 Plant Control: EC with 200-point reserve, all slots In Contact With The Ground (Hereafter ICWTG) 88 1) Vines: Entangle 7d6 7 DEF, 1/2 END, Entangle and Character Both Take Damage, Backlash, AoE (14'' Radius) ICWTG. END = 9 96 2 )Thorns: RKA 5d6, 1/2 END, AP x2, Pen x2, Beam, ICWTG. END = 11 50 3) Thorns: HTHKA 4d6, 1/2 END, AP x2, Pen x2, No STR Bonus, No KB, ICWTG. END = 9 76 4) Thorn Bush: Change Enviroment 16'', -15'' to Running, Lasts 1 Year, Costs END only to Activate, Personal Immunity, Uncontrolled (Only Fire and Pesticides can destroy the thorn bushes), Requires Light To Use, ICWTG. END = 19 17 LS: Self-Contained Breathing, Eat/Sleep Once a week, Immune to Zootoxins. 10 DR 10/10 (Figured in to statistics) 45 Find Weakness 18- With RKA Thorns 21 Healing 5 BODY, Limbs, Ressurection, Extra Time 1 Minuite, ICWTG (Natural Earth, Stone, Soil), Self Only. END = 7 50 Tunneling 10'' through 10 DEF material. END = 5 5 Nightvision 5 IR Perception (Sight Group) Disadvantages: 25 PL: Must Kill All Human Life (Very Common, Total) 25 Hunted: PRIMUS 11- (As Pow, NCI, PC has public ID, Capture) 25 Hunted: UNTIL 11- (See above) 40 Enraged: Berserk When Plants Are Harmed (Even a flower being stepped on is enough), common, go 14-, recover 8- 15 Reputation: Insane Ecoterrorist, 11- (Extreme) 20 SL: Public ID: Dr Pamela Roberts (Frequently, Severe) 20 Susceptibility: Pesticides, d6 per Segment (Uncommon)
  9. Re: City of Heroes to HERO conversion? The CoH RPG game was supposed to be out ages ago I believe. You'd think they'd have had AEG do it, as they made the CCG. Anyways, back on track, it shouldn't be too hard to convert most of the ATs to Hero System. Some are obvious (Most Tankers and Brutes = Bricks, Masterminds are Summon specialists, the Khledians have multiform, Stalkers have invisibilty), some would require some thought. The real fun would be working in the passive AT powers. Ironically I see the Blaster ability being MORE useful in Hero System.
  10. Re: [Villain Group] The Cabal of Nightmares Heh. Well, looks like the Cabal is going down well. Because of this, I'm going to give more in depth writeups for the team! These will be coming soon. EDIT- Aaaand done. Enjoy.
  11. The Cabal of Nightmares are the archenemies of Strike Force One. Wolfgang Krauser Geisteskrank III formed it initially as revenge against his one-time best friend Johnathan Albertson, alias October Raven, as he blamed the hero for his fiance's demise. Whereas October Raven is the only magic-user in his group, the Cabal consists entirely of people who are either born magical or use magic. The battles between SF1 and The Cabal are often dangerous borderline deadly: In one fight, Laceration nearly killed Mr. Nonsense. Geisteskrank, the insane necromancer: Laceration Drowning Ophelia Ice Burn Solaris Plot Seeds: While SF1 (or a similar group) is dealing with another threat, the Cabal goes on a crime spree, telling survivors to blame SF1 for abandoning them. The Cabal take an interest in a magic-based PC and attempt to convince him to join their cause, first with a peaceful parlay, then blackmail if possible, then by force. Drowning Ophelia (under orders from Geisteskrank) seduces a contact or friend of the PCs and they manage to hold that person hostage. Their demand: Kill October Raven (or similar hero), or he/she dies.
  12. Re: Open Source Hero Initiative What you say?
  13. Re: Rant? Speed in Hero DISCLAIMER: This is solely based on my opinion. While I do agree that those experienced in combat are better suited for quick reaction in combat, I have to agree that's not the point of SPD. It's how fast you can natually move, fight, and react. That's why it's based off DEX. Experience CAN be factored in, but that's not the only thing that matters. Also, SPD on vehicles. Can Vehicles be experienced in combat? No, but they can be built to be very responsive and manueverable. Again, that's where DEX comes in. Your average kung-fu movie character has a speed of 4-6. Real-life Iaido experts could have up to 6 SPD but very low running (as they can move FAST with their hands but not as fast with their legs and feet). Some shonen anime characters have a speed of 6 or higher... and in DBZ and Naruto, the two most popular shonen shows, Speed 6 is relatively slow. So inexperienced Speedsters in the 6-8 range make perfect sense to me.
  14. Re: Exclusive: Collector Amasses Complete DC Collection
  15. Re: Exclusive: Collector Amasses Complete DC Collection If we count the time before DC was called DC, the company is 72 years old. 417 a year, 35 a month. Which must be HEAVILY skewed as I doubt they even had 10 books a month during the WWII era. Of course, I could easily be wrong on that.
  16. Re: Getting the heroes together (the first time) Sometimes the tavern is better than nothing. That being said, here's a few ideas: - The "Legion of Substitute Heroes" route: The group are wannabe Champions who were either rejected or put into an auxillary team together. - The "Good thing you guys showed" route: A villain's rampage is discovered in a way that all the PCs arrive at approximately the same time. - The "We take ONE day off" route: The supers of the city group together for a wedding/funeral/other special occasion and bad guys crash the party. Everyone gets quickly dispatched (or otherwise unable to fight back) save the PCs.
  17. 200+45 character, a tribute to one of my favorite comic book characters, Gambit. Michael Ace spent most of his younger days with playing cards, and expert at both card games and card tricks as well. He also took an interest in engineering and chemistry. After some time he managed to mix his passions into specially-designed playing cards. A stylish old-school magician costume and mask laster, and voila, he became The Card Shark. His first attempt at stopping a crime went very badly at first, but it turned out that Shift happened to be on patrol and gave the kid a much needed helping hand. Since he figured the kid could learn a thing or three from him, the teleporter took Card Shark under his wing. This lasted about a week, when Card Shark used one of his razor-sharp "Ace of Spades" cards to kill a purse snatcher. Shift, who understood the occassional need to take a life but still realized casual killing was wrong, lectured the kid, but Card Shark would hear none of it, and use his 'Aces Up My Sleeve" grapping hook-cards to get away from the hero. Shift still keeps an eye out for Card Shark whenever possible, hoping he can stop the rookie hero from killing again. His invented cards are: "Pip" Cards, Regular cards reinforced as blunt throwing objects. "Face" Cards, Regular cards with razor-sharp blades on the side "Joker" Cards, Chemically treated cards that produce a variety of effects: As small grenage-like explosives, as entanglement weapons, as flashbangs, and can even divert projectiles in midair. And he also has special grappling hook playing cards that he can use to swing from building to building. Card Shark can be used as a hero who does the villanish act of casual killing, or as a straight-up bad guy. In the case of the latter, his Hunted: Shift will go from Watching to Harshly Punish, and he'll also gain disadvantage Reputation: Murderous "Vigilante" 11-, Extreme. STR 10 DEX 15 CON 13 BODY 11 INT 18 EGO 13 PRE 10 COM 15 PD 8 (17/9r with Combat Luck) PD 8 (17/9r with Combat Luck) SPD 3 REC 9 END 30 STUN 28 Running 6 Swimming 2 Leaping 2 Skills 13 Inventor 18- 15 Sleight Of Hand 18- 12 Gambling (Card Games) 18- Perks 5 Money: Well Off Talents 18 Combat Luck (9ED/9PD) Powers 45-Point Multipower: Card Attacks, 90 Point Reserve, All Slots OAF (Playing Cards) 4u 1) High Card: EB 18d8, OAF, 4 Clips 6 Charges, No KB 3u 2) Doubling Down: EB 14d6, 2 Shot Autofire, OAF, 8 Charges 2u 3) Dead Man's Hands: RKA 3d6, 5 Shot Autofire, Penetrating, OAF, 1 Charge 3u 4) Ace of Spades: RKA 4d6, Penetrating, OAF, 4 Charges 2u 5) 52 Pick Up: 5'' AoE EB 7d6, Armor Piercing, OAF, 1 Charge 1u 6) Joker Card (I): Missile Deflection (Any Ranged), Missile Reflection, Reflect At Any Target, 4 Charges, OAF, Will Not Work Against Heavy Missiles 3u 7) Joker Card (II): Sight/Hearing Flash 17d6, 4 Charges, OAF 3u 8) Joker Card (III): 6d6 6 DEF Entange, No Damage From All Attacks, 4 Charges, OAF 3u 9) Joker Card (IV): RKA 4d6, Explosion, 4 Charges, OAF 8 The Aces Up My Sleeve: Swinging 10'', Turn Mode. END=1 25 Dealing From The Bottom Of The Deck: Luck 5d6 10 The Hand Is Quicker Than The Bullets: +4 to DCV, Costs END, x2 END. END = 4 Disads: 10 Hunted: Shift 11- (Mo Pow, Watching) 10 Reputation: Cheats at card games, 11- 10 Psychological Limitation: Casual Killer (Common, Moderate) 15 Pyshological Limitation: Overconfident (Common, Strong)
  18. Re: [Character] Chaos Commando Slight change. Changed the Tonfa's advantage to APx2. Points did not change.
  19. 350 + 150 build. I actually bothered to do a full writeup on this guy. First attempt at using a VPP for a character. Background/History: Charles J. Light was a former black ops agent who was discharged when he killed a civilian nearly causing an international incident. With no other means of supporting his terminally ill wife he turned to mercenary and assasination work. After she passed, he remained as a career criminal by the name of Chaos Commando. He found out about a chemist named Gene Jackson who developed a 'super soldier drug'. He kidnapped Gene's daughter to force him to make the drug for him, and eventually let her go, but is now dangling evidence that Jackson has aided and abetted him, which would ruin the scientist's career, over the chemist's head so he will continue to illegaly give Commando more of the drug. It's rumored that he murdered a superhero in his sleep, although that isn't entirely true (he did break into the hero's house to kill him). Personality/Motivation: Originally he wanted nothing but to support his wife, but over the years he became a cold-hearted killer who only cares about himself. He uses his paramilitary experence to evade capture. The money he makes from his hits goes to his vast collection of weapons kept in various safehouses. Quote: "You have about ten seconds to run away. Well...seven now." Powers/Tactics: He always carries one dose of super-soldier drug with him at all times when possible, using it only when he deems necessary, and carries a small aresnal of weapons, both melee and ranged. If he hasn't taken it by the time combat begins, he will immediately. He prefers to use ranged weapons in combat, but when he runs out of ammunition he will toss the weapons aside and use melee weaponry. He is a capable fighter without his arsenal. He WILL attempt to kill any super he deems a threat, which is almost any super. Characteristics: STR 20 (30 w/ SSD) DEX 25 (35 w/SSD) CON 20 (30 w/SSD) BODY 15 INT 18 EGO 15 PRE 20 COM 14 PD 10 (22 with SSD and body armor, 10rPD with body armor) ED 10 (22 with SSD and body armor, 10rED with body armor) SPD 4(5 with SSD) REC 10(14 with SSD) END 40(60 with SSD) STUN 35(45 with SSD) Running 6 Swimming 2 Leaping 4(6 with SSD) Skills: 64pt Combat Skills: +8 All Combat 3pt Combat Driving 14- (16-) 3pt Combat Piloting 14- (16-) 3pt Concealment 13- 3pt Climbing 14-(16-) 3pt Fast Draw 14-(16-) 3pt Demolitions 13- 3pt Tracking 13- 6pt Survival (Temperate/Subtropical, Tropical, Urban) 13- 3 Stealth 14- (16-) 3 Shadowing 13- 10 Two Weapon Fighting HTH 10 Two Weapon Fighting Ranged 11 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Garrote, Off Hand, Vehicle Weapons 3 Lockpicking 14- (16-) Perks: 5 Money: Well Off 3 Reputation: Ex-Black Ops (Small to Medium Size Group) 8-, +3/+3d6) 9 Contact Dr. Gene Jackson (Blackmailed, Extremely useful Skills/resources, limited by ID Chaos Commando) 18- Talents: 3 Lightsleep 8 Combat Shooting 3 Combat Ready 3 Environmental Movement (Jungle Terrain) 18 Evasive 2 Trackless Stride 4 Resistance Martial Arts: 4 Basic Shot 4 Defensive Shot 4 Ranged Disarm 5 Distance Shot 4 Choke Hold 4 Martial Dodge 4 Martial Flash (Sight) 4 Nerve Strike 4 Martial Disarm Powers: 40 Super Soldier Drug (+10 to DEX, STR, CON, 1 Charge Lasting 6 Hours Recovers Under Limited Circumstances ) 17 Nothin' Fancy HTH +5d6, END=2 3 Sight Group Flash Defense 17 Armor 10/10 OIF, Real Armor 62 Armed To The Teeth: VPP 50+12, All Slots OAF Typical Configuration: 1) Twin Machete: 2d6 HTHKA, OAF, Two Handed, Real Weapon, No KB, END=3, RC=10 2) Assualt Rifle: RKA 2d6, Autofire 3, OAF, 2 Clips of 8 Charges, No KB, Real Weapon. RC = 13 3) Pistol With "Cop Killer" Rounds: RKA d6, AP, Penetrating, OAF, 12 Charges, Real Weapon. RC = 12 4) Flashbang Grenade Sight + Hearing Flash 2d6, 4 Charges, OAF, Ranged Based on STR, Extra Time Delayed Phase. RC = 4 5) Tonfa: HTH +3d6, AP 2 levels, OAF, Real Weapon, END = 3, RC = 11 6) Hand Grenade: RKA d6, AoE 2'', 4 Charges, OAF, Ranged Based On STF, Extra Time (Delayed Phase), RC = 8 7) Shotgun: RKA 3d6, OAF, 8 Charges, Reduced By Ranged, Limited Range, Real Weapon RC = 14 Disadvantages: 15 Hunted: UNTIL 8- (As Pow, NCI, Capture) 15 Hunted: Primus 8- (As Pow, NCI, Capture) 15 Hunted: Local Police 11- (Less Pow, NCI, Capture) 15 Social: Secret ID (Frequently, Major) 15 Social: On Primus Most Wanted List (Occasionally, Severe) 20 Psychological: Will Kill to Avoid Capture (VC, Strong) 15 Psychological: Will Avoid Retreating If Possible (Common, Strong) 15 Reputation: Assasin, 11-, Extreme 10 Reputation: Killed A Super In His Sleep, 11- Extreme, Small Group 15 Reputation: Sadistic, 11-, Extreme
  20. Re: [Characters, Hero Team] Strike Force One Ah, alright, gotcha. I'll work on them some more. EDIT- More changes October Raven- Lower characteristics, Activation Roll removed from some powers, Drain and Transfer upped to 6d6, added Combat Sense and a power that boosts PRE for Presence Attacks Shift- Lowered some of his characteristics as well, gave him Streetwise as it makes a ton of sense for him.
  21. Re: [Characters, Hero Team] Strike Force One Made a few changes: October Raven- Damage Shield now drains STUN, now has 7 ranks of Arcane/Occult Lote, has an NND HTH attack, Shadow Cloak is now 10/10/10/10. To Sanctum Raven is now 4 Charges with no Activation roll. Shift- EB no longer has No Range Modifier, DEX and INT increased, EGO decreased Grey Wolf- No longer has Rapid Healing, KA no longer NND but has X2 AP, now has 4/4 Armor that adds to his Res
  22. Strike Force One is a group brought together by Primus originally as a 'emergency backup' team for more established hero groups, and formed of five heroes who work more or less independantly when not united. When not officially working together, they work their individual 'beats' but will often come to each other's aid if needed. Group consists of 350-point characters (plus disads) Members: October Raven, de facto leader and mystic: Grey Wolf, the Melee specialist of the team: Shift, the "Punisher" of the group Mr. Nonsense, the group wildcard And TIM, the robot. Actually more "Brick" than Dark Wolf is as he can take a beating better.
  23. Re: [Character] The Wall Updated him, opting not for the OCV levels but resistant armor and other things that will keep him less dead in the long run. 100 exp. build still to come
  24. Re: [Character] The Wall hm... well I noticed I said 8 ranks in KS: , which should actually read 8 points. Other than that, I cant think of any reason why it'd be wrong besides the sheer amount of disads on the HA attack.
  25. Re: [Character] The Wall Actually, according to my Hero Designer, he's 200 pts exactly, using 100 points of disads. Also, thanks to bringing the AE to my attention, I suppose switching it out for OCV levels would be better. Will update him and add a 300 pt variant later.
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