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The Hawk God

HERO Member
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Everything posted by The Hawk God

  1. Chimera.HTMLHopefully you are better at this Hero Designer thing than I am. I can't seem to find the right export template in the latest edition to print my character to the forums Here she is attached.
  2. WOW! So many cool campaign choices. How much background knowledge would you as a GM be expecting for some of the organizations? I know UNTIL/PRIMUS/VIPER etc, but what is "Team Unity?" If I had to pick I would go for the following in order 1. Team Unity 5. Champions: Agents of Primus 3. Under Duress 4. Apotheosis Now! Hawksmoor
  3. Re: Why the dislike for Find Weakness? Never had a problem with it myself.
  4. Re: A DC Animated-style HeroMachine new toys the horror
  5. Re: A DC Animated-style HeroMachine Been playing with designs for a character another GI Jane costume variant
  6. Re: A DC Animated-style HeroMachine it is available as a download.
  7. Re: A DC Animated-style HeroMachine Hey man! Human anatomy is overrated. why should people have feet, spines, or normal musculature? RL gives us bulging pockets, freeking armadillos in our trousers, and all these wonderful wrinkles to show how serious we are as we flex all the time.
  8. Re: A DC Animated-style HeroMachine Been away a while, but I brought back a present GI Jane
  9. Re: A DC Animated-style HeroMachine and the ferocious RAVAGER!
  10. Re: Gemini Character First off, the Duplication power is IMHO the worst nerf in favor of "play balance" power out there. After spending the 70 pts for a "350" point duplicate, who I must add will only be 280 pts (just like you!). That said, if you want to go this route, have fun; duplicators are big in the genre. Now, the real issue is that VPP. The build requires the straight payout of the pool, then limiting the control cost with the "Not when duplicated" limitation (maybe -1 if the GM is generous). I this case you now have a 2nd point sink in the build. To compound the issue the duplicate now no longer spends points like you do and might need an advantage to cover it. Some GMs will let this one slide however since the duplicate is weaker than the original. Go ahead and do it, but I wouldn't think an agent level character with a duplication trick and no weapons once he duplicates would be very cool. YMMV. This IS however a good concept for the unlimited points game. I hope 6E lets us divorce the game from points easier.
  11. Re: A DC Animated-style HeroMachine I clicked the link Ray.
  12. Re: Fallen Avenger OOOO!! Great out of the box thinking...much different than the other ideas.
  13. Re: A DC Animated-style HeroMachine Warforged...a golem-craft threat for your Fantasy Hero games
  14. Re: Indirect and Mental Powers Ah, but what if it meant the creation of an "astral self" that could use those powers in a way totally unconnected to where is physically. I know there is an astral body duplication trick Steve-O worked out, but as HERO is a toolkit there has to be more than one way to exfoliate a cactus.
  15. Re: Indirect and Mental Powers I know about the LOS and targeting senses with Mental Powers and the prohibition on Clairsentience as well as equipment based senses used for targeting.
  16. How does the advantage Indirect interact with mental powers? Can it change the prohibition on "naked sight"? What about when combined with Clairsentience?
  17. Re: Fallen Avenger If the path he now follows is paved in blood, The Crimson Avenger. Of course I am just partial to that name since I used it for my ex-Silver Avenger.
  18. How long does Succor last? Does the effect end IMMEDIATELY, or does it expire at the end of the last phase END was paid.
  19. Re: A DC Animated-style HeroMachine I *DID* say it was a rough build...and you are right Succor is a better option.
  20. Re: A DC Animated-style HeroMachine PowerGlide's very rough character sheet. Remember this is a conversion of a very powerful, and very experienced hero from a game system with the possibility of very high capabilities w/o thought to cost. So he has a vast number of MA maneuvers and new abilities gained through mastery of relatively cheap power stunts . PowerGlide Player: Val Char Cost 35 STR 25 29 DEX 57 30 CON 40 30 BODY 40 18 INT 8 18 EGO 16 25 PRE 15 20 COM 5 20/26 PD 13 20/23 ED 14 6 SPD 21 13 REC 0 60 END 0 65 STUN 2 11" RUN 10 7" SWIM 5 8" LEAP 1 Characteristics Cost: 272 Cost Power 56 Adaptation: Variable Power Pool, 30 base + 26 control cost, all slots No Skill Roll Required (+1), Can Apply (Remove) Adders (+1) (75 Active Points); all slots Character Has No Choice Regarding How Powers Change (Only to create defenses versus attacks or overcome hostile situations; -1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4) Adaptations 17 1) Feathered Wings: Flight 10", x4 Noncombat (25 Active Points); Restrainable (-1/2) 10 2) Active Defenses: Lack Of Weakness (-10) for Mental Defense 10 3) Active Defense: Power Defense (10 points) 10 4) Infrared Perception (Sight Group), Discriminatory 15 5) Radar (Radio Group) 8 6) Ultrasonic Perception (Hearing Group), Discriminatory 20 Unearthly regeneration: Elemental Control, 40-point powers 38 1) Regeneration: Healing 10 BODY, Can Heal Limbs (105 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) 21 2) Life Support (Eating: Character only has to eat once per week; Expanded Breathing; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; 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; Sleeping: Character only has to sleep 8 hours per week) (41 Active Points) [Notes: Underwater and High Altitude Breathing] 35 Kinetic Boosting: Elemental Control, 70-point powers 29 1) Thrown Weapon Boosting: Aid 10d6 (standard effect: 30 points) (100 Active Points); Limited Power Power loses about half of its effectiveness (AID only lasts for one attack; -1), Limited Special Effect Very Common SFX (Nonpowered attacks only; -1/4) 17 2) Aid Flight 5d6 (standard effect: 15 points) (50 Active Points); Limited Power Power loses about half of its effectiveness (AID only lasts one phase; -1) 35 3) Local Burst: Energy Blast 10d6, Personal Immunity (+1/4), Explosion (+1/2) (87 Active Points); No Range (-1/2) 59 4) PowerGlide: Flight 25", x64 Noncombat, Reduced Endurance (1/2 END; +1/4) (94 Active Points) 27 5) Blast Shielding: Force Field (20 PD/20 ED) (Protect Carried Items), Ranged (+1/2) (75 Active Points); Instant (-1/2) 22 Adamantium alloy fighting knives: Multipower, 45-point reserve, (45 Active Points); all slots OAF (-1) 1u 1) Pommel Punch: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2) 2u 2) Knife Slash: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Armor Piercing (+1/2) (45 Active Points); OAF (-1) 2u 3) Knife Throw: Killing Attack - Ranged 2d6, Armor Piercing (+1/2) (45 Active Points); OAF (-1), Range Based On Strength (-1/4) 8 Balistic Cloth Armor: Armor (6 PD/3 ED), Hardened (+1/4) (17 Active Points); OIF (-1/2), Activation Roll 14- (Does not cover head; -1/2) 8 SHIELD Communicator: High Range Radio Perception (Radio Group), Concealed (-4 with High Range Radio Perception PER Rolls) (16 Active Points); OAF ("credit card"; -1) Powers Cost: 450 Cost Martial Arts Maneuver Master of All Known Fighting Arts 16 1) +4 HTH Damage Class(es) 8 2) Weapon Element: Blades, Chain & Rope Weapons, Clubs, Fist-Loads, Karate Weapons, Staffs, Three-Section Staff, Thrown Knives, Axes, and Darts 4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 4d6 NND 4 4) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 13d6 Strike, Must Follow Block 4 5) Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 13d6 Strike 5 6) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove 5 7) Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 65 STR for holding on; FMove 3 8) Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, 11d6 +v/5 Strike; You Fall, Target Falls; FMove 5 9) Joint Break: 1/2 Phase, -1 OCV, -2 DCV, Grab One Limb; HKA 2 1/2d6 , Disable 4 10) Martial Flash: 1/2 Phase, -1 OCV, -1 DCV, Flash 8d6 3 11) Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 65 STR for holding on 4 12) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 13d6 Strike 3 13) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 11d6 +v/5, Target Falls 4 14) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 4d6 NND 5 15) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 11d6 +v/5; FMove 5 16) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 65 STR to take weapon away 3 17) Takedown: 1/2 Phase, +1 OCV, +1 DCV, 11d6 Strike; Target Falls 4 18) Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 65 STR 4 19) Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 2 1/2d6 4 20) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 21) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 65 STR to Disarm 4 22) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 23) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 70 STR vs. Grabs Knife Fighting 16 1) +4 Ranged Damage Class(es) 5 2) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike +4 DC , +1 Segment 5 3) Offensive Ranged Disarm: 1/2 Phase, +1 OCV, -1 DCV, Range +2, Disarm, +6 DC to Disarm 4 4) Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +8 DC 5 5) Offensive Trip: 1/2 Phase, +1 OCV, -1 DCV, Range +0, Strike +4 DC +v/5, Target Falls Martial Arts Cost: 144 Cost Skill Skills you pick up over time 3 1) Contortionist 15- 3 2) Paramedics 13- 3 3) Stealth 15- Experienced 7 1) Power: Kinetic Thrust 15- 3 2) Power: Adaptation 15- Ultimate Warrior 3 1) Acrobatics 15- 7 2) Analyze: Combat 15- 3 3) Breakfall 15- 20 4) +4 with HTH Combat 5 5) Defense Maneuver I-II 5 6) KS: Martial Arts World 15- 6 7) Penalty Skill Levels: +3 vs. Throwing modifiers with a tight group of attacks 5 8) Rapid Attack (HTH) 12 9) WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Energy Weapons, Small Arms, Flying Claw/Guillotine, Three-Section Staff 3 Linguist 2 1) Language: Arabic (fluent conversation; literate) (3 Active Points) 3 2) Language: Japanese (completely fluent; literate) (4 Active Points) 2 3) Language: Mandarin (fluent conversation; literate) (3 Active Points) 1 4) Language: Russian (basic conversation) 3 5) Language: Spanish (completely fluent; literate) (4 Active Points) SHIELD Training 3 1) Criminology 13- 3 2) Demolitions 13- 3 3) Electronics 13- 3 4) Interrogation 14- 4 5) KS: A.I.M. 14- 4 6) KS: Criminal Organizations 14- 3 7) Security Systems 13- 3 8) Tactics 13- 3 9) Teamwork 15- 3 Traveler 5 1) AK: Los Angeles (6 Active Points) 16- 4 2) AK: West Coast of North America (5 Active Points) 15- 2 3) CuK: S.H.I.E.L.D. procedures (3 Active Points) 13- 16 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical, Tropical, Desert, Mountain, Underground, Urban) 13- Skills Cost: 158 Cost Perk 15 Fringe Benefit: Black Belt, Federal/National Police Powers, Security Clearance, SHIELD Agent 5 Money: Well Off 4 Reputation (A small to medium sized group) 14-, +4/+4d6 4 Reputation (A large group) 11-, +2/+2d6 Perks Cost: 28 Cost Talent 3 Ambidexterity (-2 Off Hand penalty) 12 Combat Luck (6 PD/6 ED) 4 Double Jointed 17 Danger Sense (self only, in combat, Function as a Sense) 13- 3 Perfect Pitch 3 Simulate Death Talents Cost: 42 Total Character Cost: 1094 Pts. Disadvantage 25 Hunted: AIM 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 15 Hunted: Rogues Gallery 11- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish) 20 Hunted: SHIELD 14- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching) 15 Social Limitation: Public ID (Frequently, Major) 10 Rivalry: Professional (Red Tiger), Rival is As Powerful, Rival is a Player Character, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry Disadvantage Points: 85 Base Points: 500 Experience Required: 509 Total Experience Available: 509 Experience Unspent: 0
  21. Re: A DC Animated-style HeroMachine This is PowerGlide, a PC of mine from my early teens. Generated in the Old Marvel Superheroes game he was a wonderful collage of powers and abilities thrown together as only a random hero generator could. With abilities that benchmarked at a strength roughly equal to the Beast, agility just slightly less than Spider-man, a constitution of near-God levels, and a mastery of fighting that placed him as Captain Americas equal. Moreover, his powers of Adaptation, meant that he rapid adjusted to new situations and grew more powerful as time went on. His wings came from being dropped from an airplane to his doom and are only one of the many adaptations he developed. His side ability to generate kinetic thrust (hence "Power" in PowerGlide) enabled him to overtake military jets, and perform powerstunts like hurl his knives and other small objects at supersonic velocity. This was all way before Gambit was even sketched out natch. He also has regeneration that works amazingly fast, for those that know it was rated at Unearthly, and meant that he was almost unkillable, and very difficult to put down for very long. His first outing was to find a subdue the Abomination. He lost...barely...Abby knocked him back about a 1/2 mile and leaped away. Still surviving *many* turns with an Unearthly 100 STR opponent cements your reputation. I gotta do a HERO verison of him soon.
  22. Re: What's in the moon? Moon? We have a moon? i thought that was my kid brother's smudged up flashlight hanging from a tree.
  23. Re: A DC Animated-style HeroMachine The Awesome Android
  24. Re: A DC Animated-style HeroMachine Now this one I really like, alas more widely scattered rep before you
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