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TheLion

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About TheLion

  • Birthday 02/11/1966

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  1. Thanks for all of the input. I really appreciate the help the hero boards contributers are willing to give to new GM's. I've taken a stab at building the character using a VPP and building some weapons. Let me know what you think. The Spirit of '76 Val Char Cost 18 STR 8 20 DEX 30 18 CON 16 15 BODY 10 13 INT 3 10 EGO 0 20 PRE 10 11 COM 1 8/17 PD 4 8/17 ED 4 4 SPD 10 10 REC 4 40 END 2 36 STUN 3 6" RUN02" SWIM03 1/2" LEAP0Characteristics Cost: 105 Cost Power END 22 Protective Uniform: Armor (9 PD/9 ED) (27 Active Points); Only In Heroic Identity (-1/4) (added to Secondary Value) 5 Immortality: Life Support (Longevity: Immortal) 11 Immortal: Healing 2d6 (max. Healed Points: 12) (Can Heal Limbs) (25 Active Points); Resurrection Only (-1/2), Self Only (-1/2), Conditional Power (Body must be somewhat intact; -1/4) 2 89 Weapon Cache: Variable Power Pool (Gadget Pool), 67 base + 22 control cost (101 Active Points); Weapons Can Be Changed when The Spirit returns to base (-1/2) 0 1) Pistol: Killing Attack - Ranged 2d6 +1 (vs. PD), 16 Clips of 8 Charges (+0), +1 STUN Multiplier (+1/4) (44 Active Points); OAF (-1) Real Cost: 22 0 2) Blunderbuss: Energy Blast 6d6 (vs. PD), Double Knockback (2x KB; +3/4) (52 Active Points); OAF (-1), 2 Clips of 6 Charges (-1/2) Real Cost: 21 0 3) Sword: Killing Attack - Hand-To-Hand 3d6 (plus STR) (vs. PD), Reduced Endurance (1/2 END; +1/4) (56 Active Points); OAF (-1) Real Cost: 28 2 0 4) Staff: Hand-To-Hand Attack +3d6 (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) Real Cost: 6 1 0 5) Grappler Grenades: Entangle 3d6, 3 DEF (30 Active Points); 1 Charges (-2), OIF (-1/2) Real Cost: 8 0 6) Flash Grenades: Flash 3d6 (Sight Group) (15 Active Points); 1 Charges (-2), OIF (-1/2) Real Cost: 4 Powers Cost: 127 Cost Martial Arts Maneuver 4 Punch: 1/2 Phase, +0 OCV, +2 DCV, STR +3d6 Strike 5 Kick: 1/2 Phase, -2 OCV, +1 DCV, STR +5d6 Strike 3 Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +1d6 +v/5, Target Falls 4 Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 +1 HTH Damage Class(es) Martial Arts Cost: 20 Cost Skill 10 +2 with Ranged Combat 3 +1 with Martial Attacks 3 Acrobatics 13- 3 Breakfall 13- 3 Climbing 13- 3 Deduction 12- 5 Interrogation 14- 4 KS: Farming 13- 4 KS: History 13- 4 KS: Theology 13- 3 Shadowing 12- 6 Survival (Mountain, Temperate/Subtropical Forests, Temperate/Subtropical Plains) 13- 3 Linguist 2 1) Language: Cantonese (fluent conversation; literate) (3 Active Points) 2 2) Language: French (fluent conversation; literate) (3 Active Points) 2 3) Language: German (fluent conversation; literate) (3 Active Points) 2 4) Language: Italian (fluent conversation; literate) (3 Active Points) 2 5) Language: Japanese (fluent conversation; literate) (3 Active Points) 2 6) Language: Korean (fluent conversation; literate) (3 Active Points) 2 7) Language: Latin (fluent conversation; literate) (3 Active Points) 2 8) Language: Mandarin (fluent conversation; literate) (3 Active Points) 2 9) Language: Navajo (fluent conversation; literate) (3 Active Points) 2 10) Language: Russian (fluent conversation; literate) (3 Active Points) 2 11) Language: Vietnamese (fluent conversation; literate) (3 Active Points) Skills Cost: 76 Cost Perk 7 Military: Contact (Contact has access to major institutions, Contact has significant Contacts of his own, Very Good relationship with Contact) 12- Perks Cost: 7 Cost Talent 15 Combat Sense 12- Talents Cost: 15 Total Character Cost: 350 Val Disadvantages 15 Reputation: Timeless Hero Frequently (11-), Extreme 25 Psychological Limitation: Superpatriot Very Common, Total 20 Psychological Limitation: Code of conduct Common, Total 20 Psychological Limitation: Honorable Common, Total 20 Psychological Limitation: Prude Common, Total 10 Psychological Limitation: Anachronistic Behavior Common, Moderate 5 Hunted: US Government 8- (Occasionally), More Powerful, Watching 15 Hunted: Eurostar 8- (Occasionally), More Powerful, Harshly Punish 0 Rivalry: Any Patriotic Hero Professional (; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Unaware of Rivalry) 20 Social Limitation: Secret Identity: Jeremiah Smith Frequently (11-), Severe Disadvantage Points: 150 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  2. Background: I'm getting ready to run a Bronze Age style superhero campaign set in CU in 2003. This is my first attempt at GMing a campaign (I played in a Champions campaign that ended 10 years ago that started with 3rd edition and switched over to 4th, I played a Ferro Lad clone and it was a blast!) and I've taken on the responsibility to get back into HERO and into gaming, since it's hard to find GM's. Also, I've always wanted to run a campaign and her is my shot! The character creation phase is almost complete (and it wasn't really that difficult, the process of concept to paper with 350 points was a lot easier than I remember with the 250 point of 3rd and 4th editions) and the players are all happy with the end result. One player, however, wants a twist to his character that I'm not sure how to handle. The Character: He is a hero that has been around since 1776. However, unlike the Black Mask of the CU, where a different person has taken up the role through the years, this character has been the same person in the role since 1776 (yes he is an immortal). A great twist and a good character for this player, who is a great roleplayer. His limitiations include anachronistic tendencies that should really annoy some of his team mates, while he tries to conceal the fact that he's been around since 1776 (nobody knows that the same person has been this hero since 1776, everyone thinks that decendants of the original hero have taken up the role over the years). The Problem: The player of this character wants to have a cache of weapons to use that he has accumulated over the years, to give him a a little flare in battles. Example, he has two pistols that appear to be single shot revolution era pistols that are really a decent EB attack. Also, a revolutionary rifle that is a stronger EB attack. A sword that works kind of like a vibro-blade... you ge the picture. Weapons that appear to be from the 1700's but are really modern weapons that keep him in the league of the rest of the team. He wants to be able to decide which weapons to take depending on the situation at hand. So I'm thinking a MP would not fit, but a VPP would be better. Bottom Line: I guess the bottom line question is how would some of you more experienced GM's handle this situation? Is a VPP too much for a new player to handle? Would a VPP be a real pain for me to deal with? What limitiaitons should I put on the VPP? Would an MP really be better?
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