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Acroyear

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Posts posted by Acroyear

  1. The early Acroyear gets the worm.

     

    If it makes you feel better, you can associate yourself with the American Acroyear (the noble warrior prince) and I will associate myself with the original Acroyear (as in "Cosmo Satan Acroyear").

     

    This also allows Hermit, my arch-nemesis, to believe he's fighting the good fight when we all know he's really just an under-medicated mental patient obsessed with shaved ferrets. ;)

  2. One player in our game has an elderly, african-american librarian with a magic ring that turns him into the avatar of the norse god, Tyr. He turns into a big white viking and loses a hand in the process.

     

    He's pretty straightforward as bricks go, and he has a sword that can hit spirits (affects desolids) which goes mostly unused.

  3. Originally posted by Steve Long

    Sorry to hear you can't make it to DDC, Acroyear. Hope you feel better soon!

     

    Thanks, Steve. I'm sure I'll be able to corner you next time you're visiting. I'm still trying to find someone else to pester you in my stead this time around, though ;) If someone pops a book in your face with re-papered end pages in a marble pattern, you'll know it's mine.

     

    Looking forward to some TUV goodness. I have an idea for a Semi Truck mobile HQ....

  4. Your concerns might be less scary than you think. One must remember that when a character acts, they aren't in a total vacuum. It's poor tactics to switch MP slots to extremes if you rely on multiple powers within it. Both faster and slower people can be a threat.

     

    Just a couple quick examples:

     

    1) Someone could interrupt your action. So if you shift your MP to all movement and no FF, someone could really slam you while you are trying to half move.

     

    2) After you complete your Phase, you're stuck. Switching it all to attack just before you attack leaves you with a useless attack power active while everyone else takes turns pounding on you.

  5. I was planning on going just to get Steve to sign my 5th ed book... but I'm still laid up from my surgery and won't be going anywhere :(

     

    No worries if you can't afford it, though. I'm sure they are printing enough for everyone who wants one ;)

     

    Enjoy the con!

  6. Originally posted by MisterVimes

    Maybe the cliche, a Martial Arts instructor... it's worked before. Or a Stunt-man, that's another classic for skill-mongers with no marketable skills.

     

    He doesn't even have those skills, imo. The freebie PS might cover it in the blandest way, but I'm usually a little more skill heavy. As a first draft, it's not bad. I'd definitely tweak it up if I was going to actually play him.

     

    Actually, I'm finding my GL clone a little boring... he's a little too effective so I might be on the hunt for something new.

  7. As stated, I hadn't done disads yet... just playing around.

     

    I wasn't planning on "blinding" him and just using his sense of "sight" as a mechanic for the SFX of his ability to read or determine color (based on the amount of heat it gives off... now that's some mighty fine heat sensin' ;)) Eventually, if the character was played, I'd buy up more gimmick senses like that. I can tell what color it is in the dark... The little sense tricks aren't quite as important to starting character.

     

    He doesn't need spatial awareness with discriminatory radar, really.

     

    Actually, the part I'm not happy about is that he has no real profession... he's just one of those "just back from Tibet learning Kung Fu for so long.... uh, they speak English there. It was a Hollywood movie set... uh..." but what do youw ant for 20 minutes? :)

  8. Witht he movie coming out and plenty of discussion... here's my first DD clone (I've been laid up after coming out of the hospital, so I've had lots of time on my hands).

     

    I haven't done the disads yet... but what the heck... I'm sure other people have done some up, too. So let's see 'em :)

     

    Challenger

     

     

    Val Char Cost
    15 STR 5
    26 DEX 48
    20 CON 20
    15 BODY 10
    13 INT 3
    10 EGO 0
    15 PRE 5
    11 COM 1
    14 PD 5
    14 ED 4
    6 SPD 24
    7 REC 0
    40 END 0
    33 STUN 0
    10" RUN 8
    2" SWIM 0
    9" LEAP 2
    Characteristics Cost: 135

     

    Cost Power END
    4 Superb Climbing Skill: Clinging (normal STR) (10 Active Points); Only on Climbable areas (Power loses about half of its effectiveness; -1), Cannot Resist Knockback (-1/4)
    10 Superb Acrobatic Skill: Flight 10" (20 Active Points); Only to Areas Reachable by Acrobatics (Power loses about half of its effectiveness; -1) 2
    10 Superb Acrobatic Skill: +3 with DCV (15 Active Points); Costs Endurance (Costs END Every Phase; -1/2) 1
    25 Radar Sense: Radar (Discriminatory, Increased Arc of Perception: 360-Degree)
    5 Thermographic Sense: Infrared Perception
    18 Enhanced Perception: Enhanced Perception (+6 to PER Rolls for All Sense Groups)
    3 Ultrasonic Hearing: Ultrasonic Perception
    5 Ultraviolet Vision: Ultraviolet Perception
    15 Extending Baton: Multipower, 30-point reserve, all slots: (30 Active Points); OAF (-1)
    1u 1) Baton: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); Hand-To-Hand Attack (-1/2)
    1u 2) Baton Throw: Energy Blast 6d6 (vs. PD) (30 Active Points) 3
    1u 3) Baton Blocking: Missile Deflection (Bullets & Shrapnel), Ranged (Full Range; +1) (30 Active Points); Will Not Work Against Heavy Missiles (-1/4)
    1u 4) Staff Mode: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); No Noncombat Stretching (-1/4), Always Direct (-1/4), Limited Body Parts (-1/4), No Manipulation (Power loses about a fourth of its effectiveness; -1/4)
    1u 5) Staff Bracing/Lever: +20 STR, No Figured Characteristics (+0), Reduced Endurance (0 END; +1/2) (30 Active Points); Only to pry, brace objects, etc (Power loses about a third of its effectiveness; -1/2) (added to Primary Value)
    1u 6) Pole Vault: Leaping 5" (5 Active Points) (not added to totals) 1
    1u 7) Swingline: Swinging 15" (15 Active Points) 1
    1u 8) Swingline Rapid Ascent: Leaping 24" (Accurate) (29 Active Points); Upward Movement Only (-1), No Noncombat Movement (-1/4) (not added to totals) 3
    1u 9) Swingline: Telekinesis (20 STR) (30 Active Points); Must launch in straight line, only to grab and pull/hold/throw (Power loses about two-thirds of its effectiveness; -1 1/2), Affects Whole Object (-1/4), Beam (-1/4), Can Be Missile Deflected (-1/4) 3
    Powers Cost: 104

     

    Cost Martial Arts Maneuver
    4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
    4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
    4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +30 STR vs. Grabs
    3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +25 STR for holding on
    4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +5d6 Strike
    3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +3d6 +v/5, Target Falls
    5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +7d6 Strike
    2 Weapon Element: Clubs, Empty Hand, Staffs
    12 +3 HTH Damage Class(es)
    Martial Arts Cost: 41

     

    Cost Skill
    3 Acrobatics 14-
    3 Breakfall 14-
    3 Climbing 14-
    3 Concealment 12-
    3 Contortionist 14-
    10 Defense Maneuver: I-IV
    3 Paramedics 12-
    3 Shadowing 12-
    3 Stealth 14-
    3 Streetwise 12-
    15 +3 with HTH Combat
    Skills Cost: 52

     

     

    Cost Talent
    3 Absolute Range Sense
    3 Bump Of Direction
    12 Combat Luck: 6 PD/6 ED
    Talents Cost: 18

     

     

    Total Character Cost: 350

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