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Tonio

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Everything posted by Tonio

  1. Re: [Character] Goldenrod Great input... thanks! No, I'm not new to the system... but we (my gaming group) haven't played Champions in years (we tend to jump around games), so while I'm still quite familiar with the rules, I mostly forgot what was "good", what was "wimpy", was was "overpowered", etc. The lack of skills is mostly due to campaign flavor. I tend to like characters with lots of skills, especially non-combat skills, but they come out weak in this GM's campaign, which is very combat heavy, and non-combat encounters are usually plot devices and rely very little, when at all, on actuall skills, much less skill rolls. The relative power level of the powers is also due to campaign flavor. The first character I built for this campaign (which we haven't played yet, and my characters are the first to be built, so I really can't compare to other characters... and we can't see the villains beforehand!) had a much higher attack (something along the lines of a 7d6 AP AFK RKA), higher defenses, etc. The GM complained. Said he'd given us more points not to build characters with stronger powers, but more versatile characters. When I showed him this one, he complained.... said it was too similar (in powers, not in concept) to one of his villains. I've always had a problem with defenses... I never know how much is "just right". I tend to either set them so low they're useless, or so high the GM complains. =/ Regarding his Glow Blast... it wasn't meant to be an "all-in-one" blast. Just an EB that also Flashed. Mebbe I could use a MP, and a Flash outside the MP linked to it? All in all, I'm kinda disappointed since my GM "banned" this character (cuz of the similarity issue)... I really liked the concept, and was looking forward to "fixing" the issues regarding character construction. Comments are still welcome... I might just hold the character in reserve, just in case. =)
  2. First off... my apologies for the somewhat non-standard format. I see most characters posted in a pretty consistent format, but I dunno how to generate it (I use HERO Designer). I'd like input on this character I created for a homebrew Champions campaign. It's supposed to be galactic in scope (hence the high point cost), so comments along the line of "600 points is too much" aren't really very helpful. =) Anything else (be it positive or negative) is greatly appreciated. Negative criticism accompanied by suggestions on how to improve are especially welcome! Goldenrod (George Rodman) Val Char Cost 10 STR 0 24 DEX 42 15 CON 10 10 BODY 0 20 INT 10 15 EGO 10 15 PRE 5 10 COM 0 3/37 PD 1 3/37 ED 0 8 SPD 46 20 REC 30 75 END 23 60 STUN 37 6" RUN 0 2" SWIM 0 2" LEAP 0 Characteristics Cost: 214 Cost Power 60 Glow Powers: Elemental Control, 150-point powers, (75 Active Points); all slots Only In Heroic Identity (-1/4) 56 1) Glow Blast: (Total: 150 Active Cost, 113 Real Cost) Energy Blast 8d6, Affects Desolidified Any form of Desolidification (+1/2), Attack Versus Limited Defense (Power Defense; +1 1/2) (120 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 96) plus Sight Group Flash 6d6 (30 Active Points); Linked (Energy Blast; -1/2), Only In Heroic Identity (-1/4) (Real Cost: 17) 54 2) Glow Riding: (Total: 155 Active Cost, 106 Real Cost) Flight 20", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (80 Active Points); Always On (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 46) plus Flight 30", Reduced Endurance (1/2 END; +1/4) (75 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 60) 50 3) Glow Field: (Total: 151 Active Cost, 98 Real Cost) Force Field (14 PD/14 ED/10 Flash Defense: Sight Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (76 Active Points); Always On (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 43) plus Force Field (20 PD/20 ED/15 Flash Defense: Sight Group) (55 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 44) plus Life Support (Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (20 Active Points); Always On (-1/2), Only In Heroic Identity (-1/4) (Real Cost: 11) 60 4) Glow Manipulation: (Total: 150 Active Cost, 120 Real Cost) Telekinesis (20 STR), Affects Porous, Fine Manipulation, Reduced Endurance (0 END; +1/2) (75 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 60) plus Telekinesis (43 STR), Affects Porous (75 Active Points); Only In Heroic Identity (-1/4) (Real Cost: 60) 33 5) Glowhole: Teleportation 45", x128 Noncombat, Safe Blind Teleport (+1/4) (150 Active Points); Increased Endurance Cost (x3 END; -1), Only In Heroic Identity (-1/4) Powers Cost: 313 Cost Skill 20 +10 with any single attack 25 +5 with DCV 3 Conversation 12- 5 SS: Chemistry 15- 2 PS: Industrial Chemist 11- 3 Streetwise 12- Skills Cost: 58 Cost Talent 15 Danger Sense (self only, in combat) 13- Talents Cost: 15 Total Character Cost: 600 Pts. Disadvantage 15 Hunted: Los Angeles Police Department 14- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Addicted to Amphetamines: Amphetamines Powers Gain 11- Activation Roll (Difficult To Obtain, 1 Hour) 15 Psychological Limitation: Protective of Innocents, Needs to do the Right Thing (Code of Conduct) (Common, Strong) 20 Enraged: Berserk Deprived of Amphetamines (Uncommon), go 11-, recover 14- 10 Vulnerability: 2 x STUN Darkness-based powers (Uncommon) 10 Vulnerability: 2 x Effect Darkness-based powers (Uncommon) 10 Vulnerability: 2 x Effect Drug-based powers (Uncommon) 15 Unluck: 3d6 10 Money: (Just enough to cover food and addiction) Destitute 15 Distinctive Features: Glowing, golden humanoid (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 15 Dependent NPC: Polly Rodman (younger sister) 8- (Incompetent) Disadvantage Points: 150 Base Points: 450 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Background/History: George Rodman became addicted to amphetamines while studying Chemistry. With easy access to labs, and a need to stay away in order to have more study time, it seemed natural. His job at a chemicals plant only served to facilitate his habit. Unfortunately, his addiction cost him his job. He turned to the streets, experimenting with different combinations, and using his knowledge to modify and augment the drugs he obtained. One such modification, involving LSD, crystal meth, mescaline, and several organic substances launched him into a trip unlike any other. He saw his skin turning into gold, and his skin glowing sky blue and yellow. The trip seemed to last longer than usual. Eventually he discovered it was no psychotropic effect, but an actual change in his physiology... one he could turn off at will, and allowed him to manipulate this "Glow" to several effects. Calling himself Goldenrod, he took to fighting crime. He is still not trusted by local authorities because of the drug connection, which continually watch him, waiting for his illegal activities to overweigh the good he does for community. As his powers grew, he expanded his protection of the innocent to cover a much larger area, becoming a world-known crime fighter. Personality/Motivation: Goldenrod is an all-around good guy, despite his drug habit. His hyperactive personality makes him charismatic and well-liked. He takes his apparent bad luck in stride, even to believing it to be a result of the bad karma he accumulates because of his drug use. When deprived of his drug, though, his powers become erratic, and he can become enraged to the point of madness. Quote: "Not easy being a bad guy with a faceful of Glow, eh?" Powers/Tactics: Goldenrod flies around the battle zone, preferring to stay away from the thick of it, firing his Glow Blast. If attacked, he'll boost his Glow Field as needed. While physically weak, his manipulation of the Glow allows him to handle objects at a distance with great strength. His Glowhole ability takes a lot from him, so it's usually held in reserve for emergencies, or to travel great distances. Appearance: While in normal form, George Rodman is an average-looking man with blonde hair and hazel eyes, usually seen in worn, faded jeans, a ratty t-shirt, and sneakers. He doffs his shirt when in Goldenrod form, since he likes showing off his golden skin. He continually glows and floats in Goldenrod form. http://www.mythosys.com/hero/goldenrod.html (Link for easier reading, plus image.)
  3. Re: Strange VPP Construct... ideas? Thanks for the input, guys!
  4. Re: Strange VPP Construct... ideas? Yah, that was my initial idea, which then got modified to what I described. The reason I expressed it as buying separate VPPs is because I can't find how to partially limit VPP control costs in Hero Desginer. Edit: Eep! I totally forgot to thank you for your reply, which I meant to do. Thanks! =)
  5. A friend of mine wants to make a VPP for which you can allocate points slowly rather than instantaneously. For example, let's say it's a 100pt VPP. If he allocates points as a 0-phase action, he can only move, say, 20pts. If he takes a full phase, he can move 40pts. 60pts for a full turn, and, the whole 100 pts for a whole minute. The idea I have for it would be to buy several VPPs, each one with a larger Extra Time limitation (all of them Cosmic). The idea being that as a 0-phase action you actually allocate ALL the points (mechanically speaking), but to actually use them, you need to spend increasing extra time. The fastest VPP would be used to create the power itself; the other ones would be +whatever to base power. For example, the first one makes a 4d6 EB, the second one a +4d6 to EB, the third one another +4d6 to EB, etc. The end effect being that as a 0-phase action the character can create a 4d6EB, at the end of the phase he can add an extra 4d6, at the end of the turn an extra 4d6, etc. Would this work? Can/should I apply Linked to the other VPPs (all but the first)? Can/should I apply a Limitation to the effect of "Can only be used to augment powers in the first pool"? I considered using a base VPP then adding Aid (to VPP) with Gradual Effect or somesuch, but that would augment all the powers in the VPP, when the effect desired is that points can be moved slowly: changing from a 21d6 EB to a 7d6 RKA takes some time, but the character would go from a 21d6EB to a 17d6EB and a 1d6+1 RKA, to a 13d6EB and a 2.5d6 RKA, etc... and finally to a 7d6 RKA.
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