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Collie

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  1. Re: Tips on my First Character The Gate Generator isn't enough to pay for the abilities? 20 Gate Generator: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-1/2)
  2. Re: Tips on my First Character I'll see if I can lower it a little. Speed just seems like an awesome thing to have, it appears to give you more actions, which is great in almost any gaming system known to mankind. What's a "HA" option also? I don't know all of the acronyms of this system yet.
  3. Re: Tips on my First Character Here's a character sheet I've come up with, it's very similar to the Defender since it seemed to be an excellent basis. Please critique and remember, it's my first character ever. Like I said, the idea of this powersuit is more like a special skin-tight bodysuit rather than a bulky metal chassis. The technology given to the character is known as the "G.A.T.E." technology (Gravitational Alteration Territory Equipment) which by causing fluctuation in gravity (both in strength and direction) gives the character several abilities. The suit itself increases her movement, her ability to jump, her reactionary speed, provides some basic protection and has several other capabilities. It constantly projects a field which rejects all highly accelerated incoming matter and energy, providing a strong defense. The suit itself contains a large power source which converts gravitational potential energy into usable energy. The crown jewel of the G.A.T.E. system is the Field Manipulator, which allows the precise and intense generation of a gravitational field in order to cause a wormhole, allowing the user to teleport over 100 meters under correct conditions. Along with the G.A.T.E. suit she possesses the G.A.T.E. Field Distorter, a thrown hand-held item resembling a boomerang which causes harmful gravitational field changes upon impact with a target. It can create enough gravitational force to make an opponent pass out, root them to the ground, hamper their movement, or even (if the system is stressed out enough) crush and kill. When not used it hooks into a thigh mounted compartment which charges it with energy. The final piece of equipment she carries is a pair of B.L.A.D.E.S. (bio-optic Low Amplitude Displayed Energy Systems), an item that appears very similar to a pair of wrap around sunglasses. This item has two settings, night vision and infrared. In the end, I wanted the character to be a fast, agile, stealthy ninja-type person. Smart, skillful, tactical, and precise. She gets in, does what she needs to do, and gets out quickly, defending herself if she needs to. She has a movement power (teleportion), a deadly/subduing/restricting attack power including the ability to ricochet the boomerang off multiple people, she can decease the movement of her opponents giving her the upper hand or giving her a chance to get away with her dispelling ability, she has a decent defense, and she has some sense improvements. She can also run fast and leap like the ninjas of movie and comic book fame. I would have liked to include invisibility somehow, but she is mundanely very stealthy and I was out of points. I thought about including some martial arts maneuvers as it is a Ninja concept, but I'm not sure if they're necessary. The +1 in HTH combat is kind of her formal fighting training. I think her rdef is too high though since the character guideline says the max is 10...I believe. When not in the suit she's simply a very athletic highly trained Special Law Enforcement Agent. The perks were required for the campaign. Any suggestions? Val Char Cost 15 STR 5 30 DEX 33 25 CON 10 12 BODY 4 18 INT 8 14 EGO 8 20 PRE 10 14 COM 2 3/18 PD 0 5/20 ED 0 8 SPD 0 8 REC 0 50 END 0 38 STUN 5 12" RUN 0 2" SWIM 0 11" LEAP 0 Characteristics Cost: 85 Cost Power 2 BLADES: Nightvision: Nightvision (5 Active Points); OAF (-1) 2 BLADES: Infrared: Infrared Perception (Sight Group) (5 Active Points); OAF (-1) 8 Running +6" (12" total) (12 Active Points); OIF (-1/2) 5 Leaping +8" (11" forward, 5 1/2" upward) (8 Active Points); OIF (-1/2) 20 Gate Generator: Endurance Reserve (150 END, 15 REC) (30 Active Points); OIF (-1/2) 20 Gate Field Generator: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2) (30 Active Points); OIF (-1/2) 21 Gate Field Manipulator: Teleportation 13", x4 Noncombat (31 Active Points); OIF (-1/2) 10 Gate Membrane: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2) 18 +9 DEX (27 Active Points); OIF (-1/2) 40 Gate Field Distorter: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2) 4u 1) Gate Field Distorter: Subdue: Energy Blast 12d6 (60 Active Points); OIF (-1/2) 4u 2) Gate Field Distorter: Multi-Subdue: Energy Blast 8d6, Autofire (5 shots; +1/2) (60 Active Points); OIF (-1/2) 2u 3) Gate Field Distorter: Destroy: Killing Attack - Ranged 4d6 (60 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Activation Roll 14- (-1/2), OIF (-1/2), Burnout (16; -1/4) 4u 4) Gate Field Distorter: Neutralize: Entangle 6d6, 6 DEF (60 Active Points); OIF (-1/2) 4u 5) Gate Field Distorter: Restrict: Dispel 16d6, any [special effect] power one at a time (Movement; +1/4) (60 Active Points); OIF (-1/2) 13 +10 CON (20 Active Points); OIF (-1/2) 27 +4 SPD (40 Active Points); OIF (-1/2) Powers Cost: 204 Cost Skill 3 Criminology 13- 3 Deduction 13- 2 KS 11- Federal Criminal Law 2 KS 11- The Superhuman World 2 PS: Appraise 11- 3 Streetwise 13- 6 +2 with the Gate Field Distorter 5 +1 with HTH Combat 3 Computer Programming 13- 3 Electronics 13- 3 Systems Operation 13- 3 Tactics 13- 3 Tracking 13- 3 Acrobatics 15- 3 Stealth 15- 3 Shadowing 13- Skills Cost: 50 Cost Perk 3 Fringe Benefit: Federal/National Police Powers 4 Fringe Benefit: Law Enforcement Rank 4 Fringe Benefit: Security Clearance Perks Cost: 11 Disadvantages I'll come up with -150 Total Character Cost: 350 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0
  4. Re: Tips on my First Character Like I said in my first post " It'll be done on 350pts with the character guidelines found on page 28 for a "standard" superhero." We're following the DC and what have you exactly as described in the book. The reason I was asking was because at the "Standard" Superhero level there's a HUGE range in pretty much everything. Like a DC of 6-14, or a CV of 7-13. It gives me an idea, but from what I've found suggestions from source material aren't always good ideas. Like a CV of 7 for a character like I'm describing might be a terrible idea, I dunno. I'll see if I can throw something together to give you some stats to actually look at though. Edit: Also... Those kind of tips are exactly what I was looking for.
  5. Well, here's my first post in the forums. I've searched around, but I haven't really found a thread of like..."things I wish I knew before I made my first character and found out they were completely inept at everything". This will be my first character using the system, and I know in every system there's a right way to make a character, and a way to make a character that will inevitably leave you wondering what you were thinking. I'd like to try to avoid that. That said, I'm creating a character for a criminal justice based campaign. Hunter the super villain fugitives and bring them to justice. It'll be done on 350pts with the character guidelines found on page 28 for a "standard" superhero. The character I'm looking at making is a Power-suitesque character, although more "ninja sleek bodysuit" then "2 ton walking weapons platform". Obviously the suit will still provide armor and what not, but I'd like to base it more around stealth, recon, and mobility than brute force. I'd like it to be the kind of character that gets the job done by finding the target, getting their stealthy, drilling them when they're not expecting it, and getting out. I imagine invisibility, some armor, leaping, running, some stat enhancing (although speed and mobility over strength), some classic vision enhancing things (IR, night vision), maybe a smoke screen or a darkness projection? For a weapon they'd have what is essentially a laser boomerang (really just a fancy energy attack, maybe it could hit multiple targets if needed though) that can be "straightened" out using special gloves into a laser sword type object if the character needs to fight hand to hand. The other thing I thought of was a laser whip for hand to hand, just because it sounds neat. They should probably have some kind of trump card, but I haven't figured out what yet. Are there any tips, suggestions, or particular numeric values I should shoot for that you all could tell me? Certain Hand-to-hand or energy blast damage values? Certain multipower or elemental control thingies I should be using? Certain speeds, defensive or offensive values I should shoot for with this character build point value? Anything I should particularly stay away from doing, lest I cry myself a river for my character's failures? I've read through the 5th edition rulebook, but it's turned my brain mostly into mush with it's encompassing power and the advanced algebra required when spending points, haha. Anyway, like I said, I'm asking this of you all so that my first character can be somewhat competant instead of a second rate mish-mash of stuff that ends up being unable to hit an opponent of similar power level or what have you. Thanks for any information/suggestions/tips/hints guys, I owe you.
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