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Sentack

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Posts posted by Sentack

  1. Re: A DC Animated-style HeroMachine

     

    Somehow I missed that the link was on the first post, for some reason I thought it was buried in the thread more.

     

    I just checked out the site and interestingly enough, Chrome auto-translated it for me, but of course not the apps themselves. Still, pretty cool toolset. I'll try them out, some.

  2. Re: Arcane Detective Byron Harte

     

    These are all great comments, I'll try to work some of them in, I'll quickly answer a few questions.

     

    1) Why not a Batman-esk VPP

     

    I haven't used a VPP before, and while I understand how it's supposed to work, I'm not exactly sure how to build an efficient one. So I could use a hand here with the Gadget and Magic VPP.

     

     

    2) Stats are Screwy

     

    Okay, I should have indicated first this was for a Superhero level game in 5e, and the character is intended to be more of a super-hero arcane detective type. So the high Str is more understandable when faced with a 300 pt Brute Villain on the occasional case, but perhaps labeling it under "Runic Tattoos" would be better, even if it'll be the exact same cost value. That being said, the low Ego is not acceptable, so I'm still doing a lot of tweaking. The Gadget and Magic VPP's might save me a few points.

     

     

    3) What? No Magic Pool?

     

    Again, not strongly familiar with VPP's. I'm also not sure what kind of 'magic' he should have. It should be fairly rudimentary stuff. Maybe a bit of arcane detection, but what else should an arcane detective have? He's not going to be tossing fireballs but he needs enough points to do a few decent things. But everyone is right, he should have something. Any good examples I could work with?

     

     

    4) What's with the Base and Vehicle?

     

    The Base was an excuse to explain away his Dependent NPC's house, I figure he might need to ward it up for them over the course of the adventure so it doesn't hurt to have something set in stone. The Vehicle was initially a way to give him a super fast bike so he can get around the world, but I might drop that only because it doesn't fit well. I'll have to see what I can do about long distance travel later.

     

    5) A 4d6 Gun with a Code against Killing?!

     

    It's one of those "I don't intend the character to really use this weapon" sort of thing. I also initally built it as a 12d6 Blast before I realized that pistols are normally Killing Attacks. I might just tone it down to a 2d6 KA, and go with the "Subject to Orders" limitation instead or something similar.

     

    Also, about the bullets, I figure it made more sense that the weapon would have different clips, so each clip counts completely differently. Putting one set of charges for the whole gun seemed out of place from what seemed rational to me but, it would make it a heck of a lot easier to keep track of. I'll consider it.

     

     

    I don't mind critiques, that's why I posted it. I haven't made too many characters before and my google-fu in finding examples turned up a limited number to work with so i though I would post this one and let people tell me what I'm deficient in. So continue to let loose. I could use all the help I can get.

  3. Alright, I'm just toying with a new 5e character. This one is a magic based detective. Currently I'm still tweaking the numbers but I figured it wouldn't hurt to post it here and see what people though, what they could tell me what I can do to make the character fit the detective and magic tropes I set for myself.

     

    Any ideas?

     

    Sentack

     

    ------------

     

    Arcane Detective Byron Harte

     

    Player:

     

    Val Char Cost

    30 STR 20

    23 DEX 39

    23 CON 26

    18 BODY 16

    23 INT 13

    10 EGO 0

    10 PRE 0

    10 COM 0

     

    20/30 PD 0

    20/30 ED 0

    5 SPD 17

    11 REC 0

    46 END 0

    45 STUN 0

     

    6"/20", RUN 0

    2" SWIM 0

    6" LEAP 0

    Characteristics Cost: 131

     

    Cost Power

    Runelined Leather Jacket, all slots OIF (-1/2)

    9 1) +14 PD (14 Active Points); OIF (-1/2)

    10 2) +15 ED (15 Active Points); OIF (-1/2)

    20 3) Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2)

    19 Journyman Boots: Running +14" (6"/20" total) (28 Active Points); OIF (-1/2)

    Police Belt

    20 1) Runebound Cold Iron Cuffs: Entangle 4d6, 4 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2) (70 Active Points); 2 Recoverable Charges (-1), No Range (-1/2), OIF (-1/2), Gestures (-1/4), Cannot Form Barriers (-1/4)

    40 Ghost Touched Pistol: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)

    3u 1) Killing Attack - Ranged 2d6, Affects Desolidified Any form of Desolidification (+1/2) (45 Active Points); OIF (-1/2), 2 clips of 12 Charges (-0)

    4u 2) Killing Attack - Ranged 4d6 (60 Active Points); OIF (-1/2), 2 clips of 12 Charges (-0)

    22 Arcane Brass Knuckles: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2), OIF (-1/2)

    Powers Cost: 147

     

    Cost Martial Arts Maneuver

    Police Training

    4 1) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 8d6 Strike

    5 2) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike

    5 3) Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

    4 4) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike

    4 5) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

    4 6) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs

    Martial Arts Cost: 26

     

    Cost Skill

    3 Analyze: Magic 14-

    3 Criminology 14-

    3 Deduction 14-

    3 Interrogation 11-

    3 Lockpicking 14-

    3 Persuasion 11-

    3 Shadowing 14-

    3 Stealth 14-

    3 Streetwise 11-

    3 KS: Criminal Law and Procedure 14-

    Skills Cost: 30

     

    Cost Perk

    1 Reputation: Arcane Cop (A medium-sized group) 11-, +1/+1d6

    3 Vehicles & Bases ( 1/4 acre House for the wife and Kid )

    12 Vehicles & Bases ( Personal Enchanted Moterbike )

    Perks Cost: 16

     

     

    Total Character Cost: 350

     

    Pts. Disadvantage

    --- Omitted most of them because they are very campaign Specific --

     

    10 Dependent NPC: Mel Harte (Wife) 8- (Normal)

    15 Dependent NPC: Peter Harte (Son) 8- (Incompetent)

    5 Rivalry: Professional (Detective Vasquez), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

    10 Hunted: Temple of Shadow 8- (As Pow; Harshly Punish)

    15 Hunted: Crime Lord 8- (Mo Pow; Harshly Punish)

     

    20 Psychological Limitation: Code against Killing (Common; Total)

    15 Psychological Limitation: Servant of Justice (Common; Strong)

    Disadvantage Points: 150

    Base Points: 200

    Experience Required: 0

    Total Experience Available: 0

    Experience Unspent: 0

  4. I'm playing in a game where the GM likes to routinely have our heroes run into a villain surrounded by civilians. Hence, they frequently need rescuing. Usually they aren't directly threatened by the villain, he's just in an area that has civilians around. A city street, a bank, a club once even.

     

    Now I'm playing a speedster. So it makes sense that I would be the one zipping around, grabbing all the pedestrians and whisking them off to safety.

     

    Problem is, the Gm isn't going to just hand wave this effect so I need to build a power to do it.

     

    Question is, how?

     

    I was thinking of some kind of selective Area of Effect Teleport. But I'm not sure that's going to work as well.

     

    Any ideas or assistance would be greatly appreciated.

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