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Herolover

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  1. Re: Need some feedback on this power framework Hello. My question Darkhope is considering the guy has a VPP why make him pay more points to do something he can already do with the VPP? Maybe I don't understand the situation. Magic User A can cast spells and he has learned how to cast them using certain special abilities. Okay, then in HERO terms he cast the spells using his VPP. You don't need anything extra. To me this is kind of like making someone by EB does Stun Only and the EB Does Body only to make a single EB. Why can't the person/player just use his VPP to do what you have created the EC for?
  2. Re: My Martial Arts characters Well, this is the group. Tell me what you think, what you would change etc
  3. Re: My Martial Arts characters This character uses the Eagle style Kung Fu. I want him to be very quick as far as speed, but a general fighter otherwise. Version 0.9 Eagle Claw Val Char Cost 13 STR 3 17 DEX 21 15 CON 10 10 BODY 0 15 INT 5 13 EGO 6 13 PRE 3 14 COM 2 5 PD 2 5 ED 2 4/5 SPD 13 8 REC 4 30 END 0 33 STUN 8 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 79 Cost Power END Ch'i Powers 4 1) Wings of the Eagle: Gliding 4", Position Shift, combat acceleration/deceleration (+1/4) (11 Active Points); Costs Endurance (-1/2), Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2) 2 7 2) Quickness of the Eagle: +1 SPD (10 Active Points); Costs Endurance (-1/2) 1 5 3) Without a Trace: Invisible Power Effects (Fully Invisible; +1) for up to 12 Active Points of Running (12 Active Points); Increased Endurance Cost (x4 END; -1 1/2) 4 8 4) Eyes of the Eagle: (Total: 16 Active Cost, 8 Real Cost) +5 PER with Sight Group (10 Active Points); Costs Endurance (-1/2), Extra Time (Full Phase, -1/2) (Real Cost: 5) plus +4 versus Range Modifier for Sight Group (6 Active Points); Costs Endurance (-1/2), Extra Time (Full Phase, -1/2) (Real Cost: 3) 2 13 5) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0 Powers Cost: 37 Cost Martial Arts Maneuver Eagle Claw Style Kung Fu 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike 4 3) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6 4 4) Escape: 1/2 Phase, +0 OCV, +0 DCV, 38 STR vs. Grabs 3 5) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 33 STR for holding on 4 6) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 4 7) Eagle Claw: 1/2 Phase, +0 OCV, +0 DCV, 8 1/2d6 Crush, Must Follow Grab 8 8) +2 HTH Damage Class(es) 1 9) Weapon Element: Blades 1 10) Weapon Element: Hook Sword 1 11) Weapon Element: Polearms 1 12) Weapon Element: Staffs 1 13) Weapon Element: Three-Section Staff 1 14) Weapon Element: Wind and Fire Wheels Martial Arts Cost: 42 Cost Skill 9 +3 with Martial Maneuvers 3 Acrobatics 12- 3 Acting 12- 3 Breakfall 12- 5 Contortionist 13- 5 KS: EagleClaw Style Kung Fu 14- 3 KS: Kung Fu 12- 3 KS: Chinese Healing 12- 3 KS: Chinese Philosophy 12- 3 Persuasion 12- 3 PS: Merchant 12- 3 Trading 12- 10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels Skills Cost: 56 Cost Perk 6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11- Perks Cost: 6 Total Character Cost: 220 Val Disadvantages 0 Normal Characteristic Maxima 10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Code of Kung Fu (Common, Strong) 5 Reputation: Members of the _______ School, 8- 5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Quirks Disadvantage Points: 50 Base Points: 150 Experience Required: 20 Total Experience Available: 0 Experience Unspent: 0
  4. Re: My Martial Arts characters Okay the idea behind this character is that he is the mystic knowledgable one of the bunch. He is the one that is least able to handle himself with direct martial arts, but knows all the little secrets. Version 0.9 White Eye Brow Val Char Cost 13 STR 3 13 DEX 9 13 CON 6 10 BODY 0 18 INT 8 15 EGO 10 15 PRE 5 10 COM 0 3 PD 0 3 ED 0 3 SPD 7 6 REC 0 30 END 2 32 STUN 8 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 58 Cost Power END Ch'i Powers 9 1) Mind over Matter: Physical Damage Reduction, 50% (20 Active Points); Extra Time (Full Phase, -1/2), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 2 11 2) Chinese Healing: Healing BODY 2d6, Invisible Power Effects (Fully Invisible; +1) (40 Active Points); Extra Time (5 Minutes, -2), OIF (Chinese Herbs; -1/2), Requires A Chinese Medicine Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 4 16 3) Ch'i Drain: Drain END 4d6 (40 Active Points); Extra Time (Full Phase, -1/2), Increased Endurance Cost (x2 END; -1/2), Requires A Chinese Healing Skill Roll (-1/2) 8 13 4) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0 Powers Cost: 49 Cost Martial Arts Maneuver White Eye Brow Style Kung Fu 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 33 STR to Disarm roll 4 4) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 5 5) Kick: 1/2 Phase, -2 OCV, +1 DCV, 8 1/2d6 Strike 4 6) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike 4 7) Escape: 1/2 Phase, +0 OCV, +0 DCV, 38 STR vs. Grabs 3 8) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 33 STR for holding on 8 9) +2 HTH Damage Class(es) 1 10) Weapon Element: Chain Weapons 1 11) Weapon Element: Three-Section Staff 1 12) Weapon Element: Staffs 1 13) Weapon Element: Wind and Fire Wheels Martial Arts Cost: 45 Cost Skill 9 +3 with Martial Maneuvers 3 Acrobatics 12- 3 Breakfall 12- 3 Contortionist 12- 3 Conversation 12- 3 Healing 13- 5 KS: White Eye Brow Style Kung Fu 15- 4 KS: Kung Fu 14- 4 KS: Chinese Healing 14- 3 KS: Chinese Philosophy 13- 4 KS: Herbalism 14- 3 KS: Painting 13- 3 PS: Painter 13- 3 PS: Ch'i-Centering 13- 3 Tactics 13- 10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels Skills Cost: 66 Cost Perk 6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11- Perks Cost: 6 Total Character Cost: 224 Val Disadvantages 0 Normal Characteristic Maxima 10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Family (noble) 11- (Mo Pow, NCI, Watching) 15 Psychological Limitation: Code of Kung Fu (Common, Strong) 5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Reputation: Members of the _______ School, 8- 5 Quirks Disadvantage Points: 65 Base Points: 150 Experience Required: 9 Total Experience Available: 0 Experience Unspent: 0
  5. Re: My Martial Arts characters The idea behind this character is that he uses Kung Fu, as they all will, and he is specialized in the use of Polearms and Spears. For this purpose I invented the Kung Fu art of the snake. I see it as an art based on coiled striking. Version 0.9 Polearm Guy Val Char Cost 13 STR 3 15 DEX 15 15 CON 10 10 BODY 0 13 INT 3 13 EGO 6 13 PRE 3 10 COM 0 5 PD 2 5 ED 2 4 SPD 15 6 REC 0 30 END 0 33 STUN 8 6"/12" RUN00" SWIM-22 1/2" LEAP0Characteristics Cost: 65 Cost Power END Ch'i Powers 8 1) Swiftness of the Snake: Running +6" (6"/12" total) (12 Active Points); Increased Endurance Cost (x2 END; -1/2) 2 8 2) Flurry of Spears: +4 with HTH Combat (20 Active Points); Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2), OIF (Spear-Polearm of opportunity; -1/2) 4 23 3) Poison of the Snake: Drain CON 2d6, Invisible Power Effects (Fully Invisible; +1) (40 Active Points); Increased Endurance Cost (x2 END; -1/2), Requires A Chinese Healing Skill Roll Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) [Notes: The character has studied to learn the right spot to hit to really effect a foe.] 8 13 4) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0 11 Blinding Dust: Sight Group Flash 4d6 (20 Active Points); 6 Charges (-3/4) [Notes: Just as some snakes can spit to blind their opponents the character can use a special dust to blind his opponents] [6] Powers Cost: 63 Cost Martial Arts Maneuver Snake Style Kung Fu 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike 5 3) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 8 1/2d6 Strike 3 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5 1/2d6 Strike, Target Falls 4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 8 6) +2 HTH Damage Class(es) 1 7) Weapon Element: Blades 1 8) Weapon Element: Hook Sword 1 9) Weapon Element: Polearms 1 10) Weapon Element: Staffs 1 11) Weapon Element: Three-Section Staff 1 12) Weapon Element: Whips Martial Arts Cost: 35 Cost Skill 12 +4 with Polearms 5 Rapid Attack (HTH) 3 Acrobatics 12- 3 Breakfall 12- 3 Contortionist 12- 5 KS: Snake Style Kung Fu 14- 3 KS: Kung Fu 12- 3 KS: Chinese Healing 12- 3 KS: Chinese Philosophy 12- 3 KS: Leatherworking 12- 3 PS: Leatherworker 12- 10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels Skills Cost: 56 Cost Perk 6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11- Perks Cost: 6 Total Character Cost: 225 Val Disadvantages 0 Normal Characteristic Maxima 10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Code of Kung Fu (Common, Strong) 5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Reputation: Members of the _______ School, 8- 5 Quirks Disadvantage Points: 50 Base Points: 150 Experience Required: 25 Total Experience Available: 0 Experience Unspent: 0
  6. Re: My Martial Arts characters This character is uses Kung Fu Tiger Style from UMA on page 41. He is a general fighter. Master of no one ability, but good in a lot of things. Version 0.9 Tiger Kung Fu Val Char Cost 15 STR 5 17 DEX 21 15 CON 10 12 BODY 4 13 INT 3 13 EGO 6 13 PRE 3 10 COM 0 5 PD 2 5 ED 2 4 SPD 13 8 REC 4 30 END 0 35 STUN 7 6" RUN02" SWIM08" LEAP0Characteristics Cost: 80 Cost Power END Ch'i Powers 3 1) Tiger Pounce: Leaping +5" (8" forward, 4" upward) (5 Active Points); Increased Endurance Cost (x2 END; -1/2) 2 8 2) Scent of Blood: Targeting with Normal Smell, Invisible Power Effects (Fully Invisible; +1) (20 Active Points); Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (0 DCV; -1/2) 4 6 3) The Tiger's Hunt: Tracking 14-, Invisible Power Effects (Fully Invisible; +1) (14 Active Points); Concentration (0 DCV; -1/2), Costs Endurance (-1/2), Increased Endurance Cost (x2 END; -1/2) 2 7 4) King of the Beast: Animal Handler (Birds, Bovines, Canines, Equines, Felines) 18- (18 Active Points); Costs Endurance (-1/2), Concentration (0 DCV; -1/2), Increased Endurance Cost (x2 END; -1/2) 4 13 5) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0 Powers Cost: 37 Cost Martial Arts Maneuver Tiger Style Kung Fu 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Tiger Claw: 1/2 Phase, +0 OCV, +0 DCV, 9d6 Crush, Must Follow Grab 4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike 4 5) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 4 6) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 3 7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on 8 8) +2 HTH Damage Class(es) 1 9) Weapon Element: Blades 1 10) Weapon Element: Hook Sword 1 11) Weapon Element: Three-Section Staff 1 12) Weapon Element: Wind and Fire Wheels Martial Arts Cost: 40 Cost Skill 15 +5 with Martial Maneuvers 3 Acrobatics 12- 5 Breakfall 13- 3 Contortionist 12- 5 KS: TigerrStyle Kung Fu 14- 3 KS: Kung Fu 12- 3 KS: Chinese Healing 12- 3 KS: Chinese Philosophy 12- 3 KS: Calligraphy 12- 3 Lockpicking 12- 3 PS: Calligraphy 12- 1 Streetwise 8- 1 Shadowing 8- 10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels Skills Cost: 61 Cost Perk 6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11- Perks Cost: 6 Total Character Cost: 224 Val Disadvantages 0 Normal Characteristic Maxima 10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 5 Money: Poor 15 Psychological Limitation: Code of Kung Fu (Common, Strong) 5 Reputation: Members of the _______ School, 8- 5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Social Limitation: Poor family background (Occasionally, Major) 5 Quirks Disadvantage Points: 65 Base Points: 150 Experience Required: 9 Total Experience Available: 0 Experience Unspent: 0
  7. Re: My Martial Arts characters This character is uses Kung Fu Shaolin Leapord Style from UMA on page 41. I see him as being very dexterious and hitting a lot in combat. Version 0.9 Leopard Kung Fu Val Char Cost 13 STR 3 18/25 DEX 24 15 CON 10 12 BODY 4 13 INT 3 13 EGO 6 13 PRE 3 10 COM 0 7 PD 4 7 ED 4 3 SPD 2 6 REC 0 30 END 0 37 STUN 10 8" RUN42" SWIM04 1/2" LEAP2Characteristics Cost: 79 Cost Power END Ch'i Powers 14 1) Quickness of the Leopard: +7 DEX (21 Active Points); Costs Endurance (-1/2) 2 7 2) Leapord Reflexes: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Costs Endurance (-1/2) 1 15 3) Leopard's Wound: Drain STUN 1 1/2d6, Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Extra Time (Full Phase, -1/2), Requires A Chinese Healing Skill roll Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Inaccurate 1/2 OCV (-1/4) 3 13 4) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0 Powers Cost: 49 Cost Martial Arts Maneuver Leaopard Style Kung Fu 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike 5 4) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 8 1/2d6 Strike 3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5 1/2d6 Strike, Target Falls 8 6) +2 HTH Damage Class(es) 1 7) Weapon Element: Blades 1 8) Weapon Element: Hook Sword 1 9) Weapon Element: Polearms 1 10) Weapon Element: Staffs 1 11) Weapon Element: Whips 1 12) Weapon Element: Wind and Fire Wheels Martial Arts Cost: 35 Cost Skill 9 +3 with Martial Maneuvers 2 +2 OCV with Martial Punch 3 Acrobatics 13- (14-) 3 Breakfall 13- (14-) 3 Contortionist 13- (14-) 6 KS: Leopard Style Kung Fu 15- 4 KS: Kung Fu 13- 3 KS: Chinese Healing 12- 3 KS: Chinese Philosophy 12- 5 KS: Pottery 14- 5 PS: Potter 14- 10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels Skills Cost: 56 Cost Perk 6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11- Perks Cost: 6 Total Character Cost: 225 Val Disadvantages 0 Normal Characteristic Maxima 10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Code of Kung Fu (Common, Strong) 10 Psychological Limitation: Perfectionist (Common, Moderate) 5 Reputation: Members of the _______ School, 8- 5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Quirks Disadvantage Points: 60 Base Points: 150 Experience Required: 15 Total Experience Available: 0 Experience Unspent: 0
  8. Re: My Martial Arts characters his character is uses Kung Fu Way of the Bear from the Ultimate Martial Artist (hereafter UMA) on page 40. I see him as being big, slow, but able to block lots of punches and when he does hit. Wow. He is sort of the Brick of the group. Version 0.9 Bear Style Kung Fu Val Char Cost 18/25 STR 8 13 DEX 9 18 CON 16 14 BODY 8 13 INT 3 13 EGO 6 13 PRE 3 10 COM 0 7/8 PD 3 5 ED 1 3 SPD 7 10/11 REC 4 32 END -2 41/45 STUN 9 6" RUN02" SWIM03 1/2"/4 1/2" LEAP0Characteristics Cost: 75 Cost Power END Ch'i Powers 5 1) STR of the Bear: +7 STR (7 Active Points); Increased Endurance Cost (x2 END; -1/2) 2 3 2) Hide of the Bear: Damage Resistance (8 PD) (4 Active Points); Costs Endurance (-1/2) 1 13 3) Deflecting the Blow: Physical Damage Reduction, 50% (20 Active Points); Costs Endurance (-1/2) 2 14 4) Resolve of the Bear: Aid STUN 4d6 (40 Active Points); Extra Time (Full Phase, -1/2), Self Only (-1/2), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 4 11 5) Roar of the Bear: Aid PRE 3d6 (30 Active Points); Extra Time (Full Phase, -1/2), Self Only (-1/2), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 3 13 6) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0 Powers Cost: 59 Cost Martial Arts Maneuver Bear Style Kung Fu 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7 1/2d6 / 9d6 Strike 5 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 9 1/2d6 / 11d6 Strike 3 4) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 38 STR / 45 STR for holding on 4 5) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, 43 STR / 50 STR to Shove 8 6) +2 HTH Damage Class(es) 1 7) Weapon Element: Three-Section Staff 1 8) Weapon Element: Staffs 1 9) Weapon Element: Hook Sword 1 10) Weapon Element: Clubs Martial Arts Cost: 33 Cost Skill 5 +5 OCV with Martial Block 5 Acrobatics 13- 7 Breakfall 14- 3 Contortionist 12- 5 KS: Bear Style Kung Fu 14- 4 KS: Kung Fu 13- 3 KS: Chinese Healing 12- 3 KS: Chinese Philosophy 12- 4 KS: Cooking 13- 3 PS: Cook 12- 10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels Skills Cost: 52 Cost Perk 6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11- Perks Cost: 6 Total Character Cost: 225 Val Disadvantages 0 Normal Characteristic Maxima 10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Code of Kung Fu (Common, Strong) 10 Psychological Limitation: Naive Country Farm Boy (Common, Moderate) 5 Reputation: Members of the _______ School, 8- 5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Quirks Disadvantage Points: 60 Base Points: 150 Experience Required: 15 Total Experience Available: 0 Experience Unspent: 0
  9. Re: My Martial Arts characters Hello all again. Okay. I really think I am getting close to where I am wanting to go with these characters. Here below will be the full and complete group. Again, please post any comments. I want to hear what you have to say. If you see something wrong or that could be done better or that you just don't like say something. Also, if you can think of more powers or disadvantages I could give them please tell me. These two are my hardest areas.
  10. Re: Valdorian Age Sorcery - eternal youth doable? First, I really really love the Valdorian Age magic system. It is GREAT. I really can't see the Elementals being able to do it. However, you could come up with valid reasons for any of the other powers being able to do it. Now, what those people would ask for in return...well....I don't want to know.
  11. Re: Aiming at the hex versus the foe Hi. Well, first lets just say that a plain old attack (one without AOE) can be used to attack a hex. However, it damages the hex and nothing in the hex. Kind of like firing a gun at the ground. Yes, firing at a Hex can be abusive, but it can also be easily handled. With Active point caps a person that is buying AOE on all their attacks will find that yes they hit, but they don't do as much damage as others and many times might not even do any damage. If you have a 14d6 EB it will do 14 BODY, 49 STUN. The same attack but with AOE: One Hex is only a 9d6 and does 9 BODY and 32 STUN. This means in the average supers campaign he will never do BODY and will be doing 2/3 the other guys STUN. Of course he does hit every time. But wait... When you consider "Dive for Cover" you find that AOE boy is really hurting. Also, realize that when AOE Boy shows up people are not going to be happy with the fact that everytime he uses his power their property gets damage. Not to mention maybe catching some one in the blast that shouldn't get hit. (Hostage situation.) Now is it abusive. Well depends on what power it is bought for. If you feel the player is abusing this he probably is. I would ask him why AOE is needed on the power. If he doesn't have a real good reason I would have him rethink the power. As a rule it isn't more abusive that any other rule, but like many other rules it needs to be watched to make sure players don't munchkin it.
  12. Re: Extra Extra: Is 5ER actually bullet proof 1) Really Cool. 2) Not sure I want to show this to may friends because many of them already want to kill FRED. 3) I took my first FRED and had it wire bound. At least now I can say someone else did something worse to their FRED. 4) I love the fact that at the end of the movie you name all the things that FRED would protect you from. What is even better is that I have one system that can easily make them all up.
  13. Re: My Martial Arts characters Okay the idea behind this character is that he is the mystic knowledgable one of the bunch. He is the one that is least able to handle himself with direct martial arts, but knows all the little secrets. Version 0.1 White Eye Brow Val Char Cost 13 STR 3 13 DEX 9 13 CON 6 10 BODY 0 18 INT 8 18 EGO 16 18 PRE 8 10 COM 0 3 PD 0 3 ED 0 3 SPD 7 6 REC 0 30 END 2 26 STUN 2 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 61 Cost Power END Ch'i Powers 9 1) Physical Damage Reduction, 50% (20 Active Points); Extra Time (Full Phase, -1/2), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 2 16 2) Healing BODY 3d6, Invisible Power Effects (Fully Invisible; +1) (60 Active Points); Extra Time (5 Minutes, -2), OIF (Chinese Herbs; -1/2), Requires A Chinese Medicine Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) 6 13 3) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0 Powers Cost: 38 Cost Martial Arts Maneuver White Eye Brow Style Kung Fu 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 8 1/2d6 Strike 4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike 4 5) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 8 6) +2 HTH Damage Class(es) 1 7) Weapon Element: Chain Weapons 1 8) Weapon Element: Three-Section Staff 1 9) Weapon Element: Staffs 1 10) Weapon Element: Wind and Fire Wheels Martial Arts Cost: 34 Cost Skill 9 +3 with Martial Maneuvers 3 Acrobatics 12- 3 Breakfall 12- 3 Contortionist 12- 3 Conversation 13- 3 Healing 13- 4 KS: Kung Fu 14- 5 KS: White Eye Brow Style Kung Fu 15- 4 KS: Chinese Healing 14- 3 KS: Chinese Philosophy 13- 4 KS: Herbalism 14- 3 KS: One Art 13- 3 PS: Appraise 13- 3 Tactics 13- 10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels Skills Cost: 63 Cost Perk 6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11- Perks Cost: 6 Total Character Cost: 202 Val Disadvantages 0 Normal Characteristic Maxima 10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Code of Kung Fu (Common, Strong) 5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Reputation: Members of the _______ School, 8- 5 Quirks Disadvantage Points: 50 Base Points: 150 Experience Required: 2 Total Experience Available: 0 Experience Unspent: 0
  14. Re: My Martial Arts characters Okay. New Character. The idea behind this character is that he uses Kung Fu, as they all will, and he is specialized in the use of Polearms and Spears. For this purpose I invented the Kung Fu art of the snake. I see it as an art based on coiled striking. PS: Appraise is a place holder for the art that I choose for this character. See his KS: one Art Version 0.1 Polearm Guy Val Char Cost 13 STR 3 15 DEX 15 15 CON 10 10 BODY 0 13 INT 3 13 EGO 6 13 PRE 3 10 COM 0 5 PD 2 5 ED 2 4 SPD 15 6 REC 0 30 END 0 25 STUN 0 6"/12" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 59 Cost Power END Ch'i Powers 8 1) Swiftness of the Snake: Running +6" (6"/12" total) (12 Active Points); Increased Endurance Cost (x2 END; -1/2) 2 12 2) Movement of the Snake: Telekinesis (30 STR) (45 Active Points); OAF (Polearm; -1), Only to Shove Opponents away (-1), Extra Time (Full Phase, -1/2), Limited Range (Adjacent Hexes only; -1/4) [Notes: The idea behind this is that when armed with a Polearm the character has the ability to use Ch'i and cause his opponents to back away.] 4 13 3) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0 11 Blinding Dust: Sight Group Flash 4d6 (20 Active Points); 6 Charges (-3/4) [Notes: Just as some snakes can spit to blind their opponents the character can use a special dust to blind his opponents] [6] Powers Cost: 44 Cost Martial Arts Maneuver Snake Style Kung Fu 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike 3 3) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5 1/2d6 Strike, Target Falls 4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 33 STR to Disarm roll 4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 8 6) +2 HTH Damage Class(es) 1 7) Weapon Element: Blades 1 8) Weapon Element: Hook Sword 1 9) Weapon Element: Polearms 1 10) Weapon Element: Staffs 1 11) Weapon Element: Three-Section Staff 1 12) Weapon Element: Whips Martial Arts Cost: 34 Cost Skill 9 +3 with Polearms 3 +3 OCV with Sweep maneuver 3 Acrobatics 12- 3 Breakfall 12- 3 Contortionist 12- 3 KS: Kung Fu 12- 5 KS: Snake Style Kung Fu 14- 3 KS: Chinese Healing 12- 3 KS: Chinese Philosophy 12- 3 KS: One Art 12- 3 PS: Appraise 12- 10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels Skills Cost: 51 Cost Perk 6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11- Perks Cost: 6 Total Character Cost: 194 Val Disadvantages 0 Normal Characteristic Maxima 10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Code of Kung Fu (Common, Strong) 5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Reputation: Members of the _______ School, 8- 5 Quirks Disadvantage Points: 50 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  15. Re: My Martial Arts characters I added Punch to Tiger. Yes, Hero Designer has made this much easier. Again I really appreciate any and all suggestions. I like the idea of the Martial Arts genre, but it really isn't up my alley because I don't have a lot of experience making up characters for it.
  16. Re: My Martial Arts characters Okay. I have revised the my initial character post and updated them to version 0.2 using some of the suggestions you have given me.
  17. Re: Can I get a list please? You know, this post brings something up. How about a "Hot Topics" thread that could be stickied to the top of the forum. It would be like a FAQ thread of topics that are always coming up in the forums and that many people have very heated opinions on. For example one of the topics that could be touched upon is the Damage shield debate and we could get a knowledgable person from each side to state his opinion. As new "Hot Topics" come up or opinions about previous ones change the thread could be edited as needed.
  18. Re: My Martial Arts characters I have been thinking about this. The reason I did it the way I did is because I view the characters as basically norms with some extraordinary abilities. Thus I gave them NCM, but certain ones exceed that for their special niche. I do however like the idea of buying their specials as powers. I will have to think about it.
  19. Re: My Martial Arts characters Thank you for all the comments so far. I really appreciate them because as Lord Liaden said, "this really isn't my genre." At least from the characters I have posted so far you can see the feel that I am wanting to get across. Lightning Reflexes for Block Yep, forgot. I wanted something to make sure he could block. I better go back and fix that. Hyper-Man Thanks for the advice and the extra disadvantages. I will be putting them in. One of the hardest things I am having is coming up with is powers for the characters. As I said, I want the characters to use their normal Martial arts abilities and not rely on their powers. However, I do want them to have some powers to represent low level "special abilities." I would like these powers to fit the theme of their character and add to their more natural abilities. The above is why I gave each a "Ch'i" Aid. I would like each character to have a "Chi'i" aid for their character. Note: I am not tied to 200 pts. In fact I am already thinking about going to 225, but want to make sure I can think of enough powers to fit the bill. Again, I will post more about 5 or 6pm central time today.
  20. Re: My Martial Arts characters This character is uses Kung Fu Tiger Style from UMA on page 41. He is a general fighter. Master of no one ability, but good in a lot of things. PS: Appraise is a place holder for the art that I choose for this character. See his KS: one Art Version 0.2a Tiger Kung Fu Val Char Cost 15 STR 5 17 DEX 21 15 CON 10 12 BODY 4 13 INT 3 13 EGO 6 13 PRE 3 10 COM 0 5 PD 2 5 ED 2 4 SPD 13 8 REC 4 30 END 0 31 STUN 3 6" RUN02" SWIM07" LEAP0Characteristics Cost: 76 Cost Power END Ch'i Powers 4 1) Tiger Pounce: Leaping +4" (7" forward, 3 1/2" upward) 1 13 2) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0 Powers Cost: 17 Cost Martial Arts Maneuver Tiger Style Kung Fu 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Tiger Claw: 1/2 Phase, +0 OCV, +0 DCV, 9d6 Crush, Must Follow Grab 4 4) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike 4 5) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, HKA 2d6 4 6) Tien-hsueh Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND 3 7) Joint Lock/Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on 8 8) +2 HTH Damage Class(es) 1 9) Weapon Element: Blades 1 10) Weapon Element: Hook Sword 1 11) Weapon Element: Three-Section Staff 1 12) Weapon Element: Wind and Fire Wheels Martial Arts Cost: 40 Cost Skill 15 +5 with Martial Maneuvers 5 Acrobatics 13- 5 Breakfall 13- 3 Contortionist 12- 3 KS: Kung Fu 12- 5 KS: TigerrStyle Kung Fu 14- 3 KS: Chinese Healing 12- 3 KS: Chinese Philosophy 12- 3 KS: One Art 12- 3 PS: Appraise 12- 10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels Skills Cost: 58 Cost Perk 6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11- Perks Cost: 6 Total Character Cost: 197 Val Disadvantages 0 Normal Characteristic Maxima 10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Code of Kung Fu (Common, Strong) 5 Reputation: Members of the _______ School, 8- 5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Quirks Disadvantage Points: 50 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  21. Re: My Martial Arts characters This character is uses Kung Fu Shaolin Leapord Style from UMA on page 41. I see him as being very dexterious and hitting a lot in combat. PS: Appraise is a place holder for the art that I choose for this character. See his KS: one Art Version 0.2 Leopard Kung Fu Val Char Cost 13 STR 3 18/25 DEX 24 15 CON 10 10 BODY 0 13 INT 3 13 EGO 6 13 PRE 3 10 COM 0 7 PD 4 7 ED 4 3 SPD 2 6 REC 0 30 END 0 32 STUN 7 8" RUN42" SWIM04 1/2" LEAP2Characteristics Cost: 72 Cost Power END Ch'i Powers 14 1) Reflexes of the Leopard: +7 DEX (21 Active Points); Costs Endurance (-1/2) 2 10 2) Leapord Reflexes: Missile Deflection (Arrows, Slings, Etc.) 0 13 3) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0 Powers Cost: 37 Cost Martial Arts Maneuver Leaopard Style Kung Fu 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 3) Punch: 1/2 Phase, +0 OCV, +2 DCV, 6 1/2d6 Strike 3 4) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 5 1/2d6 Strike, Target Falls 8 5) +2 HTH Damage Class(es) 1 6) Weapon Element: Blades 1 7) Weapon Element: Hook Sword 1 8) Weapon Element: Polearms 1 9) Weapon Element: Staffs 1 10) Weapon Element: Whips 1 11) Weapon Element: Wind and Fire Wheels Martial Arts Cost: 30 Cost Skill 9 +3 with Martial Maneuvers 2 +2 OCV with Martial Punch 3 Acrobatics 13- (14-) 3 Breakfall 13- (14-) 3 Contortionist 13- (14-) 3 KS: Kung Fu 12- 6 KS: Leopard Style Kung Fu 15- 3 KS: Chinese Healing 12- 3 KS: Chinese Philosophy 12- 3 KS: One Art 12- 3 PS: Appraise 12- 10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels Skills Cost: 51 Cost Perk 6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11- Perks Cost: 6 Total Character Cost: 196 Val Disadvantages 0 Normal Characteristic Maxima 10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Code of Kung Fu (Common, Strong) 5 Reputation: Members of the _______ School, 8- 5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Quirks Disadvantage Points: 50 Base Points: 150 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  22. The Way of the Bear This character is uses Kung Fu Way of the Bear from the Ultimate Martial Artist (hereafter UMA) on page 40. I see him as being big, slow, but able to block lots of punches and when he does hit. Wow. He is sort of the Brick of the group. Version 0.2 Kung Fu Bear Style Val Char Cost 18/25 STR 8 13 DEX 9 18 CON 16 14 BODY 8 13 INT 3 13 EGO 6 13 PRE 3 10 COM 0 6/7 PD 2 4 ED 0 3 SPD 7 10/11 REC 4 32 END -2 40/44 STUN 8 6" RUN02" SWIM03 1/2"/4 1/2" LEAP0Characteristics Cost: 72 Cost Power END Ch'i Powers 5 1) STR of the Bear: +7 STR (7 Active Points); Increased Endurance Cost (x2 END; -1/2) 2 2 2) Hide of the Bear: Damage Resistance (6 PD) (3 Active Points); Costs Endurance (-1/2) 1 13 3) Deflecting the Blow: Physical Damage Reduction, 50% (20 Active Points); Costs Endurance (-1/2) 2 11 4) Roar of the Bear: Aid PRE 3d6 (30 Active Points); Extra Time (Full Phase, -1/2), Self Only (-1/2), Costs Endurance (-1/2), Concentration (1/2 DCV; -1/4) 3 13 5) Ch'i' Aid: Aid END 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4) 0 Powers Cost: 44 Cost Martial Arts Maneuver Bear Style Kung Fu 5 1) Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort 4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7 1/2d6 / 9d6 Strike 5 3) Kick: 1/2 Phase, -2 OCV, +1 DCV, 9 1/2d6 / 11d6 Strike 4 4) Uproot/Sand Palm: 1/2 Phase, +0 OCV, +0 DCV, 43 STR / 50 STR to Shove 8 5) +2 HTH Damage Class(es) 1 6) Weapon Element: Three-Section Staff 1 7) Weapon Element: Staffs 1 8) Weapon Element: Hook Sword 1 9) Weapon Element: Clubs 1 10) Weapon Element: Blades Martial Arts Cost: 31 Cost Skill 3 +3 OCV with Martial Block 5 Acrobatics 13- 7 Breakfall 14- 3 Contortionist 12- 4 KS: Kung Fu 13- 5 KS: Bear Style Kung Fu 14- 3 KS: Chinese Healing 12- 3 KS: Chinese Philosophy 12- 4 KS: Cooking 13- 3 PS: Cook 12- 10 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Hook Sword, Off Hand, Three-Section Staff, Wind and Fire Wheels Skills Cost: 50 Cost Perk 6 Contact: Sifu (Contact has very useful Skills or resources, Very Good relationship with Contact) 11- Perks Cost: 6 Total Character Cost: 203 Val Disadvantages 0 Normal Characteristic Maxima 10 Distinctive Features: Ch'i Signature (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses) 10 Distinctive Features: Martial Arts Style (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Limitation: Code of Kung Fu (Common, Strong) 5 Reputation: Members of the _______ School, 8- 5 Rivalry: Professional (School of __________; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 5 Quirks Disadvantage Points: 50 Base Points: 150 Experience Required: 3 Total Experience Available: 0 Experience Unspent: 0
  23. Re: Help with Martial Arts characters..Please. I have started a new thread with my characters. Please go look.
  24. Hello everyone. Okay for some of you that don’t know I have a convention coming up where I am going to be GM’ing a Martial Arts adventure. The write up I gave the convention was: Title: Students of Wan Feng and the Green Monkey Description: Medieval Martial Arts As students of the great Chinese martial artist Wan Feng you live a secluded life. However, all that changes when your “Sifu†goes missing and the local warlord declares your school to be outlawed. Can you find master Wan and your school's save the secret documents? The basic idea is that the characters all are from the same “school†and must fight and save their school. I do have a plot, but don’t want to give to much away. I asked for help from the boards on this thread: http://www.herogames.com/forums/showthread.php?t=28894 Now here are some of the results. The main construction behind these characters is that each character has their own niche to fill. I wanted mostly realism, but with a real taste of the cinematic. The hardest time I have had is with the powers. This is because they had to fit the character concept and I didn’t want their powers to overwhelm their martial abilities. Please give me any advice or comments. Any, even negative ones, will be greatly appreciated. EDIT: Oops I guess I should mention this all are purchased using Heroic level rules, NCM, 150 Base points and 50 Disadvantage points. I would do more of a balance between Base and Disadvantage points, but since this is a CON game I am not to worried. That said, if you have any idea for disadvantages please chime in.
  25. Re: Flipped Die Rolls Very neat system and it looks, on first glance, very useable. I used to be in the group that wanted to change the dice rolls and modify how success and failure were decided. However, over time I have found that that the basic HERO system is pretty decent at hat it does. All the percentages stay the same you just change how you get to a point. For those that want to change, hey go for it, but for me I am gonna keep it just the way it is.
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