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PaulK

HERO Member
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About PaulK

  • Birthday 06/15/1975

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  • Gender
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  • Location
    Plano, TX
  • Occupation
    Software Engineer

PaulK's Achievements

  1. I need some help building out a new speedster. Overall, I'm going for something halfway between Kinetik and Flash, using http://surbrook.devermore.net/adaptationscomic/aju/Flash.HTML as my guide for Flash's powers. Characteristics are (currently) based strongly on Kinetik from Champions Complete. Powers so far are: Superspeed Movement: Multipower, 50-point reserve Super-Running: Running +38m (50m total), Reduced Endurance (1/2 END; +1/4) (50 Active Points) Trick Running: Flight 24m, Variable Advantage (+1/2 Advantages; +1) (48 Active Points); Only In Contact With A Surface (-1/4) Velocity Max: Flight 10m, Reduced Endurance (1/2 END; +1/4), Noncombat Acceleration/Deceleration (+1), MegaScale (1m = 100,000 km; +2 1/4) (45 Active Points); Only In Contact With A Surface (-1/4) Protective Aura: Resistant Protection (10 PD/10 ED) (30 Active Points); Only When Moving (-1/4) Protective Suit: Resistant Protection (6 PD/6 ED) (18 Active Points); OIF (-1/2) I think I have a decent handle on the movement powers, but the Speed Tricks are giving me some fits, specifically the more direct combat powers and martial arts. I want is a single target zip up, hit for "decent levels of power" and have enough defense to be missed or otherwise take the hit. (I was thinking about something like this: I want a power where he runs straight up to a target, and applies all of the extra kinetic energy into a major hit that includes a large amount of knockback. I want a power that lets him zip through a line of mooks and hit all of them as he passes for enough damage that your average mook will know he got whacked around, but not really suitable for going against true super-villains. I am also considering the following to do the traditional "speedster takes all of the guns from the mooks" maneuver. 2f 10) I'll Take Those!: Telekinesis (20 STR), Area Of Effect (16m Radius; +3/4), Selective (+1/4) (60 Active Points); Only To Disarm/Grab Objects Very Limited Group of Objects (-1), Instant (-1/2), No Range (-1/2) 6 Other powers I'm considering are things like "Quick Change" for costume change/minor transform effects, A "Quick Rearrangement" that lets him do the traditional "flip all the switches/etc." moves and some form of minor Regeneration (we get beat up alot) to reduce downtime. What other things should I be looking for? Thanks for any help!
  2. @Christopher Taylor That is probably the best quick synopsis of the game I've seen.
  3. I've got the full basecoat done and sealed. This weekend I was camping with my oldest, so did nothing game related. (Having too much fun out in the woods doing Cub Scout stuff!)
  4. Thanks. I see a few places where it breaks down. (I wish I could get a Colt Python for $30 bucks!) Though the DC 5 for that could just be a typo. It looks like a decent starting place, though.
  5. Are there any costs for equipment available (firearms, grenades, ammo, etc.) or is that left as an exercise for finding "real world" prices? Some stuff is easy (legal firearms, ammo) but others are more problematic (full auto weapons, grenades and the like). I'm sure that procurement would generally go through MHI corporate, but you would expect a "preferred corporate rate" rather than open/black market prices. Unfortunately, I don't really know the going rate for a flamethrower.
  6. Clyde Rawlins had his debut a couple of weeks ago. There are some tweaks being done on the "crunch" for Clyde to shift points around so that the stats match what I have envisioned him being able to do, but overall, the mechanics are great. So far I'm really liking the Hero System. I've "meta-played" by creating characters under 5th edition, but this was the first actual game session played.
  7. Here's what I'm going with for my redneck recreational explosives expert. I've done a bit of conversion, adding a shotgun and bag of explosives, which is his shtick.
  8. That's actually borrowed from an old Shadowrun campaign I played in over 10 years ago. We "happened" across a crate of C4 and knew we were about to go after a dragon (thankfully not a great dragon). To stay a bit farther away from the BOOM, we stuck a lawn dart in the block and put a contact detonator on the end. Our heavy support decker (for some reason our computer geek decker always carried a rocket launcher) opened a hole in the dragon's side then we started chucking exploding lawn darts in the hole (missing with most of them, but hilarity still ensued). Eventually, one of the team members got a hole in one and caused the dragon a great deal of heart-burn. Or rather, heart explosive attack. All in all, it was one of the best RPG game sessions I've played.
  9. Again, thanks for the info. I'm working through a character concept for a "good old boy" recreational demolitions expert. (Read as a hick that likes to hear big booms.) Let hilarity ensue with exploding lawn darts, and R/C pipe bomb cars.
  10. Is the demolition skill the correct one for improvised explosives creation or is there something else needed as well? Thanks! /Paul
  11. I've found several HERO 6th Edition character sheets, but is the character sheet from the MCI book available as a PDF? If not, would it be possible to add it to the download section, as it's slightly different than the standard HERO 6th sheet? Thanks! /Paul
  12. Re: Quote of the Week from my gaming group... Back to the game quotes... Several years back in a Fading Suns campaign I played the starship pilot for the group. One quirk of the ship is that the heat shield was installed on the top[/] of the hull, requiring re-entry to be done upside down. Needless to say that imposed all manner of penalties. For those unfamiliar with FS, it is a very unforgiving game system. The last thing you want to do is critically fail a roll. I ended up rolling my very large dice pool (something like 10d6) needing 3 or more 5+ rolls. I rolled straight 1s leading to the biggest understatement in many years when I said, "Uh oh." /Paul
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