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pawsplay

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Everything posted by pawsplay

  1. She doesn't fly fast. Unified Power makes sense, I guess I am less familiar with that in 6e. I'm not sure what a Force Field would look like. Hard electricity?
  2. Does a passport require any special qualifications? Does it give you privileges other characters don't get? It seems like something most people spend some money on and show their identity documents and just get. In that sense it's not much different than airline ticket itself or an apartment rental. If lacking one is something that's going to come in game, and there is some reason the character can't just get one, that seems like a Social Complication, maybe with a matching Hunted.
  3. Multipower, 10 point reserve 2v 1) +2 OCV 2v 2) +2 DCV 1v 3) +1 HA (HTH) 0 END 15 points, so that works out to 7.5 points per CSL. So 8 points per seems pretty close, and is slightly more flexible than this.
  4. I'd say this is the Doesn't Know His Own Strength Complication, plus Full Strength Only (-1/4) on the the 4d6 HA. He can slap someone with less commitment if he wants to (just STR), but if he punches, his hand is like a hammer. Aside from not being able to use less dice, I'd suggest he also can't Pull Punch with his HA either.
  5. A first draft: JOULES 10 STR 0 20 DEX 20 20 CON 10 15 INT 5 15 EGO 5 16 PRE 6 6 OCV 15 6 DCV 15 3 OMCV 0 4 DMCV 3 4 SPD 20 4 PD 2 6 ED 4 8 REC 4 40 END 4 15 BODY 5 40 STUN 10 SKILLS 3 Bureucratics 12- 3 Charm 12- 3 CK: base city 12- 3 Combat Driving 13- 15 +3 CSLs with Electrical Blast powers 3 Conversation 12- 3 Forgery 12- 3 Gambling 12- 3 High Society 12- 3 KS: History 12- 1 Language (French, fluent conversation) 2 Mechanics proficiency 10- 3 Persuasion 12- 3 PS: Antiques dealer 12- 3 PS: Softball 13- 3 Teamwork 13- 3 Trading 12- PERKS 5 Contact: Mayor 11- (access to major institutions) 2 Fringe Beneift (hero) 5 Money (well off) 1 Positive Reputation (hero of the city, recognized 11-) +1/1d6 30 Vehicle (Suzuki Hayabusa), 2.5x1x1m, 200 kg (-1), STR 20, DEF 4, BODY 11, DEX 20, OCV 7, DCV 7, SPD 4, Move 62 x 4 (Max 992m) TALENTS 6 Combat Luck (rPD 3, rED 3) POWERS 60 Electrical Blast: Multipower, 60 point reserve 6f 1) Lightning Blast: 12d6 Blast against ED 4f 2) Shocking Bolt: 9d6 Blast, Half END, No Knockback 6f 3) Immobilize: 6d6 Entangle, Takes No Damage From Attacks 4f 4) Repulsion: 8d6 Blast, Double Knockback, x2 END 12 Electrical Levitation: 18m Flight, x2 END 24 Champ Electrique: Blast 3d6, Area (radius 4m), Mobile (up to 24m), No Knockback, No Range, Personal Immunity 13 Detect Electrical Current, Ranged, Increased Arc 360 degree 34 Invulnerability: 20 rED Resistant Protection, Only Protects Against Electricity and Power Defense 6, Only Protects Against Electricity-based Adjustment Powers and Resistant Energy Damage Reduction 25%, Only Protects Against Electricity COMPLICATIONS 10 DNPC: Cheryl Blair (Normal, Frequently) 15 Physical Complication: Deaf in left ear (-3 to Hearing PER Rolls; Frequently, Slightly Impairing) 10 Psychological Complication: In love with Cheryl (Uncommon, Strong) 15 Psychological Complication: Overconfident (Very Common, Moderate) 10 Rivalry: Daniel Erikson (Romantic, Very Superior position, Unaware of Rivalry, Outdo) 15 Social Complication: Public Identity (Frequently, Major) 5 Social Complication: Secret (affair with Cheryl (Infrequently, Minor) COSTS Characteristics 128 Skills 60 Perks 43 Talents 6 Powers 163 Background/History: Tiffany Morgan grew up in an affluent family. A childhood accident revealed her mutant ability to absorb and project electricity. Tiffany's mother Ashleigh made her keep her powers a secret and forbade her from practicing with them. Much to her parents' chagrin, Tiffany became a liberal arts major, and then joined a women's softball team. After college, Tiffany worked as a furniture dealer before opening her own high-end antique furniture business. Her destiny changed when she witnssed a supervillain attack on TV, and rushing to the scene, used her powers for the first time in public. At first adopting a mask and racing costume, Tiffany was not able to hide her identity for long. Tiffany is deaf in her left ear, the result of a childhood ball accident. Tiffany has had an on-again, off-again romantic affair with her assistant Cheryl Blair, something that could blow up in her face or be used against her if it became widely known. Personality/Motivation: As Joules, she is a confident, swaggering hero. Privately, she is self-conscious about her powers, not having much experience in using them with any force. Tiffany sticks up for innocent bystanders and will not hesitate to challenge any terrorist or villain -- regardless of their powers. Quote: "I'm afraid I'm going to have to charge you for that." Powers/Tactics: Joules is a straightforward combatant, using distance and safety to launch powerful attacks. Joules can manifest her powers as a variety of megavolt effects. She is all but invulnerable to electricity herself. Joules is bold and inspired, sometimes to a reckless degree. Appearance: Tiffany is an athletic, light-skinned woman with a blond pixie cut hairstyle. In her day to day life, she prefers a little more elegance than a typical preppie look, often sporting stylish suits. As Joules, she wears a dragonfly green domino mask, a cream-colored jacket, green riding pants, and high black boots.
  6. p. 128 Rivalry, "Rival is Unaware of Rivalry" is listed as +5 instead of -5. p.129 Vulnerability, the base level is listed as 1x damage instead of 1 1/2 x damage.
  7. That works for an Obvious Semi-Accessible Focus, but there isn't an intermediate value for Inobvious Foci.
  8. I don't get where the "up to a turn" thing comes from. CC and other sources imply at least 1 Turn. Further, Inaccessible Foci are said to not be removable in combat at all. I checked, 6e volume 1 uses the same language. Yet rings are given as an example, and it's easy to imagine how a ring can be removed in combat. Gollum can take the ring right from Frodo's hand. Magneto can surely pull a metal ring off a normal human's finger. If Spider-Man grabbed your arm, I imagine Black Widow could pry a ring off your finger. Generally speaking, I think of a ring that could be pulled off a grabbed limb, as a Phase action, at some difficulty. It's certainly NOT in the same category as a suit of armor, the other example.
  9. Champions Complete says that an Inaccessible Focus can be removed in one Turn if the target is defenseless.
  10. Sure. I'm just surprised, because I don't know what about bombs and flaming stuff screams "not fantasy."
  11. I feel like a ring could be taken away (or taken with Sleight of Hand). But it would be really difficult to take one off someone who is clenching their fist and resisting. So I think you would be able to remove one from a Grabbed foe, but not an actively resisting one. I don't think you can just take a ring off the finger of a greatsword-wielding warlord. But if you grabbed his arm, maybe. EDIT: Batman taking a ring from Green Lantern could be an "extraordinary skill use" at -10. But Gollum taking Frodo's ring is harder to Hero-ify.
  12. Anything can work if you put special notes on it. "Note: sword is actually a well-trained poodle held by its tail" works. Another question would be, how would this be priced in a VPP that focuses on making magical items? You can, of course, deliberately overcost things, but that's not generally how Hero System works.
  13. Really? Those are actual things people have had access to for centuries, everything from Greek fire to burning pitch. And bombs predate guns by centuries, not to mention full plate armor and the lightweight, signature forms of the katana and rapier.
  14. How would you note that on a character sheet? I can certainly spell 30 charges. I feel like that by just laconically posting these two posts, you feel like you are addressing what I said but you're really not. Just saying "close enough" does not mean there couldn't be a better approach. There are dozens, if not hundreds, of cases in 6e that exist precisely because somewhere between 3e and 6e, there was a perception something could be better defined. "Some but not all of a limitation" is not the same thing as picking a lower or intermediate value. It really isn't. If you really feel like this isn't an issue which doesn't need to be addressed, definitely feel free to not address it.
  15. I'll be honest, any time I see something like this posted, I retroactively enjoy less every game that person has ever run for me. I don't play to be lied to. I want the game to work, in some sense. To me this sounds way railroady, which can be a fun ride but is definitely not my cuppa. I like the idea the GM is constrained by some kind of rules structure. The GM already wields such authority and prerogative, I want there to be some kind of constraint. From limitations come creativity.
  16. I'm looking specifically for something that can't simply be Grabbed, but doesn't take an entire Turn to remove from an overpowered or helpless target.
  17. So, I was thinking more about this. One change in Dungeons & Dragons with 5e was the idea of item "atunement." So a direct port of a ring of regeneration to Champions would probably not be Universal, but would actually be restricted to its attuned user. That's one way such an item might be balanced. If the item is intentionally meant to be passed around, then a kosher build would probably be something like one of the frankenbuilds posted above.
  18. I'm generally fine with that, although other times I am happy not to have that. I'm mostly with you on that. But sometimes I do want to dabble in something different. This one gives me pause. I think very often, people believe things are very "modern" that have been present even in antiquity. For instance, there was a popular gladiator, Hercules, who had a brand sponsorship in ancient Rome from an olive oil seller. Republics are ancient, Buddhist religious colleges go back hundreds of years, and so forth. I try to avoid obtrusive terms. However, the person Mesmer is not part of everyday conversation and it doesn't bother me. If you avoid any words or names based on real world things, you are going to have challenges. Words like gorgon, emperor, priest, shaman, and rapier all have specific real-world associations that would make them not exist in a fantasy world, in the sense that the English usage comes from a context that would not be present. Although the germ theory was known in the Middle Ages, discounted by some academics and "physicks" during the Enlightenment, and eventually revived. Friars, nuns, and healers in earlier times just didn't understand much about bacteria or viruses. They understand contagion perfectly well. I enjoyed Final Fantasy I, so I am often okay with such surprises. A world that is too peaceful. To me, fantasy needs to be brimming with conflict. I also like the social norms to match the milieu. I am fine with a completely original fantasy world having social structures that are extremely progressive and the world being free, largely, of the injustices and prejudices people have to deal with in the everyday world. However, when a world has a Dark Ages or Ancient kind of feel, I expect things like slavery and arranged marriage to exist in some times and places. I think it's weird when heroes don't get old and retire.
  19. I don't need to read it again. Read my post again. Or don't, I guess.
  20. "Pushing is for heroes and important NPCs (including enemies."
  21. Rings do seem generally more like inaccessible foci. However, I am struggling to think of magic rings that don't get stolen. Frodo's gets taken from him, and Batman notoriously took the Green Lantern's ring in the New 52. It seems like there ought to be an intermediate level, for something which can be taken from a target that has been rendered helpless but can't be casually Grabbed.
  22. To be clear, I have played a number of mostly tactical superhero games that do handle all three of those issues fairly elegantly. Not through fiat.
  23. That works fine for werewolves. What other "tools" are you thinking of? Does pushing work for the heroes in a better than it does the villains?
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