Search the Community
Showing results for tags 'character building'.
I should be running a Champions game (IRL) in the near future, and I've been asked to build all the characters for it. Which simplifies some things, but leaves me getting overly worried about properly balancing the team. (I know that I overthink and overly worry about things, but stopping myself is easier said than done. Oh well.) Also, there will be 7 or 8 players, which is pushing me towards lowering the team power level a bit so that I can keep combats from getting overly bloated. Anyway, the core of the team: After some discussion, the 6th-8th players will be crew members for the band, to be hashed out at a future date. Such concepts as 'a hypercompetent roadie', 'the sound and lights guy', 'a duplicating back-up dancer', and Max Lord'the manager with psychic powers' have been floated. And while not necessarily connected, the band is relatively new, so the characters will still be rookie heroes. So, I'm trying to work out a good power level for the team. In particular, I'd like to be able to run classic Ultimates, with Plasmoid and Charger updated 6th, against the PCs as a fair fight without too much buffing or fudging. Not sure if that is a reasonable goal, though. My thoughts so far are: Aquanet: 10 DC, 5 SPD, 7/7 CV, +1-2 HtH Bondage: VPP – 50 or 60 control cost, 4 SPD, 6/6 CV, +2 Overall Chronic: 8-10 DC, 6 SPD, 7/9 CV Delicious Rick: 12+ DC, 4 SPD, 5/5 CV, +3 Powers, +2 v Range Spandex: 9-10 DC, 5 SPD, 7/7 CV What advice can you veteran GMs and players give this worry-wort?
Hey guys, I have a question: about how many points should I build the Toxic Avenger (and maybe a female counterpart)? What kind of powers should have? Characteristics? Feel free to post a build. For those of you that have seen this 1985 classic I highly recommend it.
Hi, I'm new here, recently got the MHI rulebook and I'm going to start running an MHI campaign in about 2 weeks. So my friends are character building and one asked some questions I was wondering how to answer. We've all done D&D and other RPGs for years but have no prior experience wtih HERO. What he asked is: "Machine guns are included in unusual modern weapon familiarity but all require strength 14+ to use. I don't see Chuck walking around with a PARA but I'd like him to be able to use a turret or tripod mounted weapon should the need arise. Would he still need a strength 14 if he doesn't have to lift the gun? Likewise, could he at least help crew a multiperson weapon without strength 14? Ammo boxes are heavy but he could fire, feed the belt, or something." "Martial arts with a gun: The book lists rifle butt as reach(m) but bayonet as reach(s). Is that reach with the bayonet when it's not attached? Shouldn't the back end and front end of the rifle have the same reach? The shotgun butt to the face scene in pulp fiction makes me think that perhaps rifle butt should be reach(s) and bayonet reach(m). I have no problem using the rules as written for simplicity and balance reasons I'm just saying...bwha?" It looks like a great system and I'm looking forward to trying it, I'm glad to see it looks like a supportive community. Thanks, ~Andrew