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VorpalAuroch

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  1. I had to idea for a 'base' toted around in the back of a tractor-trailer. I realized that this would be, while cool, a very small base, so I thought it would be cool to make it bigger inside than outside. One way is using an Extradimensional Gate to a Base defined as being in another dimension, but it has odd ramifications if dispelled. Another way which is possibly more elegant but also more rules-questionable is to buy the vehicle characteristic Size, No Figured Characteristics (-1/2), Inside Only (-?). If you were the GM, would you allow this? How much of a limitation would you rate Inside Only?
  2. Re: Who would be the Super Villians of your area? Berkshire: Nature-powered brick hailing from western Massachusetts. Spends his time beating up on Boston to get them to recognize that Western Massachusetts does not mean Worcester. Boston hasn't noticed yet; anything west of Concord is beneath their notice.
  3. Re: 6E Rules changes confirmed so far Thoughts of a Noob As someone who has recently started playing with HERO, I thought I might share the reactions of someone who is still adjusting to the quirks of the current edition on how the new edition will change them. I found the roll-low aspect difficult to wrap my head around, and still do. But that would probably unecessarilly annoy older players. Measuring in meters is wise, removing any standard mapping may be less so. It puts a greater burden on the rulebook writers if there is no standard way to diagram things. COM definitely deserves to go. I couldn't see what it did other than encourage ugly characters. If this means a move toward One Characteristic, One Function, then it is a good idea. Certain characteristics felt overloaded with uses, other felt underloaded. What will CON do now though? Wasn't it only useful for fguring characteristics before? Seduction was badly named. Otherwise, meh. Seem like good ideas. Simplifying adding damage is very, very welcome. Simplifying Frameworks is also welcome, especially since EC mechanics are, to me, the hardest to grok of the three. The approach he hinted at here seems to me to be a step in the right direction. When I first read through the rules, I got the feel that most powers were supposed to be simple, and the differentiation came from the advantages. Then I found that there were things that I wanted to do that had many limitations to take away parts of the Powers that were non-essential but came with it anyway, causing ridiculous active point costs (and END costs) relative to the power. A mild example that comes to find is a KA with no Range or STR added. Basically, any change that increases use of advantages over disadvantages for fairly simple powers would make it easier on a new player. Good idea. Terminology mix-ups stink.
  4. Re: Superhero Generator Project So I decided to do the same. Here were my unmodified rolls: [b]Unmodified Random Character One: Weaponmaster[/b] Char: Nimbleness Prim: Super-Warrior Sec: Sensory Platform Skills: Acrobatics [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 18 STR 8 13- HTH Damage 3 1/2d6 END [2] 23 DEX 39 14- OCV 8 DCV 11 18 CON 16 13- 13 BODY 6 12- 15 INT 5 12- PER Roll 17- 13 EGO 6 12- ECV: 4 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 9 PD 5 15r 9 ED 5 15r 6 SPD 27 Phases: 2,4,6,8,10,12 12 REC 8 36 END 0 36 31 STUN 0 31 11 RUN 10 11" END [1] 2 SWIM 0 2" END [1] 4 LEAP 0 3 1/2" 3 1/2" forward, 1 1/2" upward 10 FLY 20 10" [b]CHA Cost: 135[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] Cost Power 15 Combat Sense (PER Roll) 5 Defense Maneuver II 15 Deadly Aim: Find Weakness 12- with one attack type 18 Combat Protection: Armor (6 PD/6 ED) 22 Power Strike: HA +9d6; Hand-to-Hand Attack (-½), OIF (-½) 15 +3 DCV or 10 Swift: Running +5" Cost Power 10 Toughness: Damage Resistance (10 PD/10 ED) 20 Flying: Flight 10" 15 Heightened Awareness: +5 PER with all Sense Groups 5 Heat-Sight: Infrared Perception (Sight Group) 15 Radar-Sense: Radar (Radio Sense Group) 10 Unstoppable Perception: N-Ray Perception (player chooses Sense Group and defines nature of power) [b]POWERS Cost:175[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 7 Acrobatics 16- 7 Breakfall 16- 15 Combat Skill Levels: +3 with HTH or Ranged Combat 3 Contortionist 14- 10 Martial Arts (Kung Fu: Throw, Legsweep, Dodge) 8 Flavor Skills 0 Champions Everyman Skills [b]SKILLS Cost: 50[/b] [b][u]Cost[/u] [u]PERKS[/u][/b] 10 Vehicles & Bases [b]PERKS Cost: 10[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] STANDARD SET 15 Hunted: Personal Enemy 11- (As Powerful, Capture/Kill) 20 Psychological Limitation: Code Versus Killing (Common, Total) 15 Social Limitation: Secret Identity(Private Investigator Jason Arryn, specializes in lost-property cases CULTURAL ALIEN SET 5 Distinctive Features: Rube (Easily Concealed, Noticed and Recognizable) 10 Enraged: when insulted through cultural misunderstandings (Uncommon), go 11-, recover 14- 10 Hunted: the authorities 8- (More Powerful, Non-Combat Influence, Watching) 10 Physical Limitation: Unfamiliar With Earth Culture (Frequently, Slightly Impairing) 15 Psychological Limitation: Naive (Very Common, Moderate) NORMAL GUY SET 15 DNPC of your choice 20 Psychological Limitation: Overcompensates For Lack Of True Powers (Very Common, Strong) 15 Vulnerability: 1½ x STUN from Falling and Knockback Damage (Very Common) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Total Character Cost: 350 And here's the final character: The Man With Arrows aka Jason Arryn. I dropped some parts of the Cultural Alien Set that seemed inappropriate and replaced them with some other things. I determined that he is one of those emissaries from a hidden country that used to be really common. His cover is a private investigator who moves around a lot. Previously he was a hunter on Arrow Isle, which is just like all the other secret hidden islands except that everyone there learns godly archery skills. [b]Modified Random Character: The Man with Arrows[/b] Char: Nimbleness Prim: Super-Warrior Sec: Sensory Platform Skills: Acrobatics [b][u]VAL[/u] [u]CHA[/u] [u]Cost[/u] [u]Total[/u] [u]Roll[/u] [u]Notes[/u][/b] 18 STR 8 13- HTH Damage 3 1/2d6 END [2] 23 DEX 39 14- OCV 8 DCV 11 18 CON 16 13- 13 BODY 6 12- 15 INT 5 12- PER Roll 17- 13 EGO 6 12- ECV: 4 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 9 PD 5 15r 9 ED 5 15r 6 SPD 27 Phases: 2,4,6,8,10,12 12 REC 8 36 END 0 36 31 STUN 0 31 11 RUN 10 11" END [1] 2 SWIM 0 2" END [1] 4 LEAP 0 3 1/2" 3 1/2" forward, 1 1/2" upward 10 FLY 20 10" [b]CHA Cost: 155[/b] 18 Toxotes' Armor: Armor (6 PD/6 ED), Damage Resistance (9 PD/9 ED): 27 AP, OIF(-1/2) 17 Combat Sense (as Sense) 10 Defense Maneuver IV 15 Deadly Aim: Find Weakness 12- with archery 22 Hailshot: EB +9d6; OAF(two OIFs, the bow and the quiver) (-1) 20 Arrowsight Band: OIF(-1/2) See Momentum: N-Ray Perception (Detect Objects, blocked by Force Fields, Force Walls, and extreme heat) 10 Heat-Sight: Infrared Perception (Sight Group) 5 Active Sonar (Hearing Sense Group) 15 [b]POWERS Cost:102[/b] 3 Acrobatics 16- 3 Breakfall 16- 3 Contortionist 16- 10 +2 with all DEX skills 15 Heightened Awareness: +5 PER with all Sense Groups 15 CSLs: +3 with Ranged Combat 10 Wind-Shield Bracer: Missile Deflection: bullets and shrapnel, OIF(-1/2) 14 Martial Arts (Throw, Legsweep, Dodge, Block) 3 Money: Well-Off ($300k/year mostly from Arrow Isle) 2 Weaponsmith(Muscle Ranged) 2 Private Investigator Licence 1 Passport(Arrow Isle) 1 Membership: Black Arrow agent (Arrow Isle covert ops) 2 KS: Underworld 11- 2 KS: Law Enforcement 11- 3 Shadowing 12- 4 Survival(Temperate, Subtropical, and Tropical) 12- 3 Tracking 12- [b]Skills and Perks Cost: 96[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] Disadvantages: 15 Orders From Arrow Isle (Frequently, Major): Superiors on Arrow Isle often require Jason to carry out work for them 5 Distinctive Features: Birthmark and Tatoos on arms (Easily Concealed, Noticed and Recognizable) STANDARD SET 15 Hunted: Personal Enemy 11- (As Powerful, Capture/Kill) 20 Psychological Limitation: Code Versus Killing (Common, Total) 15 Social Limitation: Secret Identity(Itinerant Private Investigator Jason Arryn, specializes in lost-property cases) CULTURAL ALIEN SET 10 Enraged: when insulted through cultural misunderstandings (Uncommon), go 11-, recover 14- 10 Watched: the authorities 8- (More Powerful, Non-Combat Influence) 10 Physical Limitation: Unfamiliar With Modern Culture (Frequently, Slightly Impairing) NORMAL GUY SET 15 DNPC Alexandra Artimesia, Arrow Isle's main diplomat and Jason's off-and-on girlfriend (Normal, Occasionally 11-) 20 Psychological Limitation: Overcompensates For Lack Of True Powers (Very Common, Strong) 15 Vulnerability: 1½ x STUN from Falling and Knockback Damage (Very Common) [b]DISADVANTAGES Points: 150[/b] Base Pts: 200 Total Character Cost: 350
  5. Re: Lucky Dan Well that is totally awesome. I shall be yoinking copiously.
  6. I'm building a character named "Lucky Dan," who is appropriately lucky at everything he tries. I have his combat powers down (a field that drains the luck from his opponents and gives it to him using Negative Skill Levels), but the skills part is a bit more tricky. How do I buy him the ability to have a decent chance to succeed at any skill, even if he hasn't ever tried it before? I thought of just buying a few skills and then some general skill levels, but that feels more like he's using his luck to augment skill he already had, rather than the "I'd rather be lucky than good" feel I'm going for.
  7. Re: Interview that Corpse! Thanks, everyone. I used several different suggestions to make this: Speak for the Dead: Clairsentience (Mental Sense Group, no range), Retrocognition (35 Base Points), No END (+1/2) (52 Active Points), One Sense Only (Telepathy) (-1/4), Retrocognition Only (-1), Time Modifier (-1 "range modifier" per hour after death; -1/2) OIF (corpse) (-1/2), Difficult to obtain new focus (-1/4) (15 Real Points)
  8. I want to make a character who can read the final thoughts of dead people How would I do this? My best guess is a combination of the Retrocognition form of Clairsentience and Receive-only Telepathy, but I'm not sure where to go from there.
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